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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

Camera overrides

Knowing what the active camera does and how to change it is not the whole story. What if we want to view or render the scene with something other than the active camera? There are reasons for and methods of doing so.

Viewing with a local camera

When we play the animation in Camera View, the played-back animation faithfully switches cameras where it ought to, so we get an idea of how the rendered animation will look in realtime. Depending on the circumstances though, this camera switching might not be what we want to see all the time. Say we’ve got a camera that is not active, but we want to review a part of the animation through that camera anyway. Or maybe we need to look through that camera in order to figure out exactly when we ought to switch to it.

In such cases, you can always make a camera the local camera. To set up a camera as such for a given viewport, open up the right-hand sidebar (N) of the 3D Viewport and go to View | View | Local Camera...

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