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Blender 2.5 Character Animation Cookbook

You're reading from   Blender 2.5 Character Animation Cookbook With this highly focused book you’ll learn how to bring your characters to life using Blender, employing everything from realistic movement to refined eye control. Written in a user-friendly manner, it’s the only guide dedicated to this subject.

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Product type Paperback
Published in Jun 2011
Publisher Packt
ISBN-13 9781849513203
Length 308 pages
Edition 1st Edition
Tools
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Author (1):
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Virgilio Carlo de Menezes Vasconcelos Virgilio Carlo de Menezes Vasconcelos
Author Profile Icon Virgilio Carlo de Menezes Vasconcelos
Virgilio Carlo de Menezes Vasconcelos
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Table of Contents (19) Chapters Close

Blender 2.5 Character Animation Cookbook
Credits
About the Author
Acknowledgements
About the Reviewers
www.PacktPub.com
Preface
1. Get Rigging FREE CHAPTER 2. Rigging the Torso 3. Eying Animation 4. Poker Face? Facial Rigging 5. Hands Down! The Limbs Controllers 6. Blending with the Animation Workflow 7. Easy to Say, Hard to Do: Mastering the Basics 8. Shake That Body: The Mechanics of Body Movement 9. Spicing it Up: Animation Refinement 10. Drama King: Acting in Animation Planning Your Animation Index

The eyelids controllers


A blink of an eye. That's a pretty fast action, but the mechanics behind it may require some thinking by the rigger to be applied correctly. With careful weight painting, some constraints and bones correctly positioned, we can accomplish good results.

How to do it...

  1. Open the file 003-Eyelids.blend from this book's support files. It's a head with some bones already set up for the eye's tracking. That's exactly what you would end up with in the previous recipe.

  2. Select the armature and enter into Edit Mode (Tab). In side view (Numpad 3), select the base of the Eye.L bone , press Shift + S, and pick Cursor to Selected in order to move the 3D cursor to that position.

  3. Add a new bone by pressing Shift + A, and move (G) its tip roughly to where the upper eyelid makes contact with the eye. Name that bone as D_UpEyelid.L . With its tip selected, extrude (E) to create another bone. Select it, name it as T_UpEyelid.L , remove its parent relationship by pressing Alt + P and choosing...

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