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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

Part 1: Introduction to Blender and the Fundamentals of Animation

Math is all about numbers, modeling is all about vertices, gravel is all about very small rocks, and animation is all about keyframes. These are all boring but essential facts, which is why we begin this book with three whole chapters that – though they have different names to hold your attention – are solely about keyframes. First, we’ll learn how to create them and move them left and right. Then, in the second chapter, we’ll move them up and down, and, in the third chapter, we’ll learn what makes them move by themselves when no one is looking.

By the time we get to the fourth chapter, we will have grown so sick of keyframes we’ll want to learn how to animate using as few of them as possible. Finally, the fifth chapter is about frames, of which keyframes are not a type. What is a keyframe, you ask? Let’s not get ahead of ourselves.

If you’ve never animated...

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