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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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Toc

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

Questions

  1. If the first pose of our walk cycle is keyed on frame 0, why should our playback range not also begin at frame 0?
  2. What makes the number 24 so important?
  3. In a normal walk cycle, why would we choose to use FK bones for the arms and IK bones for the feet? Can you think of animations for which the reverse would be needed?
  4. What makes the Y Location F-curves so special for those first three bones we keyed?
  5. What determines the period of an F-curve?
  6. Most F-curves in our walk cycle needed a period of 24 frames, but at least one had a period of 12 frames. Which one, and why?
  7. After pasting keyframes to the bones of the right foot, you moved them 12 frames left or right in the animation editor. Why did the direction not matter in this case?
  8. In some other character rigs, the IK feet have an additional function called “toe roll”. What would you guess this does?
  9. What makes a walking character like a unicycle?
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