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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

Questions

  1. What are some reasons an animator would want to link an action instead of using Append?
  2. What data is stored in an action?
  3. Why might you want to insert just one keyframe for a bone after posing it, even if it isn’t meant to move?
  4. Why does our .blend file for this exercise contain actions we never created?
  5. Which editor in Blender is used to edit actions?
  6. Why is it called “pushing down”?
  7. When an action strip is moved, what happens to the action?
  8. Why can’t the F-Curve for Strip Time be contained in an action?
  9. What is “nonlinear” about the Nonlinear Animation editor?
  10. How many different technical definitions can you give for the words “animate,” “animated,” and “animation”?
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