Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Jul 2024
Publisher Packt
ISBN-13 9781801077217
Length 456 pages
Edition 1st Edition
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Sam Brubaker Sam Brubaker
Author Profile Icon Sam Brubaker
Sam Brubaker
Arrow right icon
View More author details
Toc

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

Basic Character Animation

This is an animation book, and it’s been two whole chapters since we inserted any keyframes! It’s time to get back to work and animate this character we’ve spent so long learning how to pose.

If you know how to animate objects and how to pose a character, you pretty much already know how to animate a character as well. In pose mode, armature bones have the same keyable properties as objects (Location, Rotation, and Scale), and we will use the same methods for keying those properties as before.

Character animation isn’t without its challenges, though! Our main challenges are two-fold: Firstly, our characters will look extra bad if animated poorly. Unconsciously, we know how people’s bodies ought to move; the eye is a harsh judge of things it has seen a thousand times before.

Our second, more immediate challenge is that characters have a lot of bones. Was that not made clear in the previous chapter? Yes, characters...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime