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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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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

The action strip

Consider some basic things we might want to do to Rain’s walking animation:

  • Offset the walk cycle in time
  • Speed up or slow down Rain’s pace
  • Start/stop the walk cycle (or, put another way, repeat the cycle a finite number of times)

For all these tasks, we already know one solution: edit the keyframes! In other words, select the keyframes, then move them, scale them, or duplicate them as needed. That’s often a perfectly good solution, but not always. Editing keyframes means editing the action, which is problematic if you linked that action or if you don’t want to duplicate or overwrite it.

That’s where the Nonlinear Animation editor comes in.

Introduction to the Nonlinear Animation editor

While you may have thought your animations were controlled solely by the keyframes that appear in the Dope Sheet, the Timeline, and the Graph Editor, another area in Blender was pulling the strings this whole time:

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