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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
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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

Touching the object

For this animation, Rain will pick up a ball in her right hand, hold it for a moment, and then toss it away. This involves setting up an object relationship between Rain’s armature and the ball using constraints, not unlike what we saw in Chapter 4, but with some additional complexity.

The first step to having Rain hold a ball in her hand is to make one and put her hand on it. Pretty straightforward! This will be the easiest section of the exercise. After that, things will get a little dicey...

Setting up the shot

We need to model a ball and put it in an easy-to-reach place for Rain. How about right in front of her on a table?

Figure 10.1: Rain, with props

Figure 10.1: Rain, with props

On that note, let’s add two new objects: a ball and a table. You may not be a 3D modeler, and this is not a modeling book by a long shot, so “modeling” your ball may involve little more than adding a sphere, and your “table” can just...

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