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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

Using sound in Blender

Our first order of business is to get our audio into Blender so that we can hear it when the animation is played. Being able to hear the audio in the same program we use to animate is indispensable, especially for an animation of someone talking.

In the following section, we will learn how to import audio into our scene, then we’ll learn how to edit it (though editing may not even be necessary if you’ve chosen to use the provided voiceover file). Once we’re satisfied with the audio, I’ll reveal an easily overlooked setting that ensures our audio plays in sync with the animation.

Importing audio files into the Video Sequencer

Let’s start by importing our sound file into the scene. Note that this does not require adding a Speaker object in 3D space!

Figure 9.1: An unnecessary Speaker object

Figure 9.1: An unnecessary Speaker object

Those things are for simulating a particular sound source, panning and fading the audio based on the...

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