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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‚Äôll 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‚Äôs 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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Toc

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

Anticipating an action


In nature, most actions have a preceding movement. Be it a subtle eye or eyebrow movements to anticipate a head turn, or a full-body preparation for a jump.

Giving proper premise to your characters' actions will not only make them look more natural, but will also give visual clues to your audience so they know what's happening on the screen and where to look next. If you think of it like that, you may conclude that the anticipation principle is a storytelling resource in the animator's tool set.

As any other animation principle, you can use it (or remove it) for dramatic or comedic purposes. For instance, a character may leave the screen without anticipation, leaving only dust in its place and a proper sound to make the audience laugh.

How to do it...

  1. Open the file 007-Anticipation.blend. It has our character Otto with some basic poses for a jump. From right to left in the next screenshot: he is standing before the jump; the start of the jump; the moment where he finishes...

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