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Blender 2.5 Character Animation Cookbook

You're reading from   Blender 2.5 Character Animation Cookbook With this highly focused book you‚Äôll learn how to bring your characters to life using Blender, employing everything from realistic movement to refined eye control. Written in a user-friendly manner, it‚Äôs the only guide dedicated to this subject.

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Product type Paperback
Published in Jun 2011
Publisher Packt
ISBN-13 9781849513203
Length 308 pages
Edition 1st Edition
Tools
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Author (1):
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Virgilio Carlo de Menezes Vasconcelos Virgilio Carlo de Menezes Vasconcelos
Author Profile Icon Virgilio Carlo de Menezes Vasconcelos
Virgilio Carlo de Menezes Vasconcelos
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Table of Contents (19) Chapters Close

Blender 2.5 Character Animation Cookbook
Credits
About the Author
Acknowledgements
About the Reviewers
www.PacktPub.com
Preface
1. Get Rigging FREE CHAPTER 2. Rigging the Torso 3. Eying Animation 4. Poker Face? Facial Rigging 5. Hands Down! The Limbs Controllers 6. Blending with the Animation Workflow 7. Easy to Say, Hard to Do: Mastering the Basics 8. Shake That Body: The Mechanics of Body Movement 9. Spicing it Up: Animation Refinement 10. Drama King: Acting in Animation Planning Your Animation Index

Animating in layers


If you're animating a character for the first time, you'll likely start by moving several bones and posing your character in the timeline until you're happy with the movements. That's quite similar to the "straight ahead" method in traditional 2D animation: this method is where you draw one frame after the other until you complete your animation, and it can enable you to achieve very expressive and fluid movements.

There's nothing "wrong" with that approach, but you may find yourself in trouble if you need to make changes to your scene after you have made all the poses. A good way to avoid such trouble and get a quicker feel of what your animation will look like before it's finished is working in "layers". If we keep the analogy of the traditional principles of animation, this method is more related to the "pose to pose" approach, where you define the key poses first, and then add the intermediate drawings.

Note

A quick intro to the 12 basic principles of animation can be...

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