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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

Summary

After completing this exercise and getting your train moving, you might feel more like a mechanic or an engineer than an animator, but animation is a broad category that includes the logical construction of whole systems. The way that you build your scene and the relationships between objects and their properties can be just as important as all the keyframes in your animation channels.

The subjects we covered here may have seemed complicated, but there’s so much more to learn! All those different constraints, variable types, dependency chains, coordinate systems, Python expressions, driver F-curves... a mysterious cavern of logic and mathematics rumbles beneath all of these simple-looking “features.” If we strayed too far into the topic of rotation alone, we’d never come back to finish the rest of this book.

We’ll learn more about parents, constraints, and drivers when we put them to use in character animation in Part 2 of this book...

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