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Realizing 3D Animation in Blender

You're reading from   Realizing 3D Animation in Blender Master the fundamentals of 3D animation in Blender, from keyframing to character movement

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Product type Paperback
Published in Jul 2024
Publisher Packt
ISBN-13 9781801077217
Length 456 pages
Edition 1st Edition
Tools
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Author (1):
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Sam Brubaker Sam Brubaker
Author Profile Icon Sam Brubaker
Sam Brubaker
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Table of Contents (20) Chapters Close

Preface 1. Part 1: Introduction to Blender and the Fundamentals of Animation
2. Chapter 1: Basic Keyframes in the Timeline FREE CHAPTER 3. Chapter 2: The Graph Editor 4. Chapter 3: Bezier Keyframes 5. Chapter 4: Looking into Object Relationships 6. Chapter 5: Rendering an Animation 7. Part 2: Character Animation
8. Chapter 6: Linking and Posing a Character 9. Chapter 7: Basic Character Animation 10. Chapter 8: The Walk Cycle 11. Chapter 9: Sound and Lip-Syncing 12. Chapter 10: Prop Interaction with Dynamic Constraints 13. Part 3: Advanced Tools and Techniques
14. Chapter 11: F-Curve Modifiers 15. Chapter 12: Rigid Body Physics 16. Chapter 13: Animating with Multiple Cameras 17. Chapter 14: Nonlinear Animation 18. Index 19. Other Books You May Enjoy

Drivers

Because of the constraints we added to five of the six wheel objects, we need only concern ourselves with the remaining pair of wheels at the front of the train, Wheels A. However this wheel spins, the other wheels behind it will do so as well.

So how are we to make it spin? The X Euler Rotation value of Wheels A should be a simple multiplicative function of the Evaluation Time property of Track. This should remind you of our unicycle wheel in the previous chapter. This time, however, we don’t need to copy and paste any keyframes. Doing so only suggests a relation between two properties. By using a driver, we can encode this relation so that it works automatically.

A driver is less of an object relationship and more of relationship between a property and one or more other properties. We’ll use a driver on the X Euler Rotation property of Wheels A and use the Evaluation Time property of Track as the input variable that will drive it.

Adding a driver

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