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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

Moving forward on the Y axis

Once again, it’s time to start posing and inserting keyframes! In the previous chapter, we animated by keying major poses with many bones at once, but in this exercise, we’ll begin by keying the locations of just three: MSTR-Foot_Parent.L, MSTR-Foot_Parent.R, and MSTR-Pelvis. After the adjustments we made to the properties in Rain’s CloudRig interface, these three bones are all that will be responsible for Rain’s forward movement on the Y axis. Special attention must be paid to their Y Location F-curves.

In fact, the forward movement of these bones along the Y axis is the only thing that concerns us for now! Forget about swinging the arms, turning the hips, or even picking up the feet; all that matters for now is moving one foot forward, then the other, then the rest of the body.

Important note

“Forward” in this chapter refers to forward from Rain’s point of view, which requires negative numeric...

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