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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

It’s challenging when we need an object to have different relationships at different frames, but nothing is impossible. We just need to do some careful planning to determine what affects what, and when. Our transitions between these relationships are a bit like stage magic; things change in the blink of an eye, and the audience can’t see all the careful planning that went into setting up the shot.

Don’t think that the technique we just learned is the only way to do this! For instance, we could do exactly the opposite – that is, parent the ball to the grab bone, then use some Copy Transforms constraints targeted to other dummy bones for the frames during which the ball isn’t in Rain’s hand.

In other cases, we might just use two identical balls – only one of them parented to the hand. Then, we could make them appear or disappear at the appropriate times. It all depends on the specific shot and the preferences of the animator...

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