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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
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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

Using the Noise modifier

Here is by far the most useful F-curve modifier in Blender’s offering:

Figure 11.10: The Noise modifier

Figure 11.10: The Noise modifier

The Noise modifier generates pseudorandom noise along an F-curve, which is a fancy way of saying it deterministically randomizes the F-curve, which is a fancy way of saying it makes the F-curve go all wiggly. It’s not all that different from the shape of a “noisy” audio waveform. This is terrific any time we want to create shaky, random movement without needing to manually insert a bunch of random keyframes.

For this exercise, we’ll use the Noise modifier for its most popular use case: simulating camera shake.

Adding the Noise modifier

When someone operates a video camera without a stand or tripod, their hand will naturally shake a little bit. The effect of this can be seen in the recorded video. In 3D animation, we have to deliberately simulate this to make it look as though our camera...

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