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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

Summary

By displaying all our animated properties as line graphs, the Graph Editor exposes the truth about 3D animation – it’s all just a bunch of numbers. All the parameters in your scene and all the properties of every 3D object – they’re all numbers that change over time. You make some numbers be one thing on one frame, and then you make those same numbers be something else on another frame. Keep going until it doesn’t look terrible.

That’s it. That’s 3D animation. The end.

Well, maybe not exactly. We still have a whole book to fill on all those wonderful numbers, what they are, why we need them, where to find them, and how to make them do exactly what we want.

We’ve only just scratched the surface of what can be done with the Graph Editor. Those Bezier keyframes you saw, for instance... what might those be good for? Read on to see how we can directly sculpt the F-curves in our animations!

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