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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

Run, Forrest! (in cycles)


Whether you're animating for a game or film, you're likely to face the need to create cycled animations, and that is especially true for the former.

Run and walk cycles are normally created in two ways: the character may stay in a fixed position, while his feet "slide" on the ground with its positioning set at a later stage; or the character really makes two steps forward, while Blender takes care of appending the beginning of the next cycle where the first ended—making the character really move forward in a straight line. The latter is what we'll cover here.

How to do it...

  1. Open the file 008-RunCycle.blend. It has our character Otto in its resting pose, ready for our work. We're going to create a funny jog run cycle. When the term "cycle" is used in animation, it means the last position of the action must be equal to its first one. This ensures that it can be repeated indefinitely in a seamless manner.

  2. First let's create the Extreme positions of this run cycle. We...

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