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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

Breaking the symmetry


Among the 12 basic principles stated by the animation legends Frank Thomas and Ollie Johnston, there is one called Solid Drawing. Even if you can't draw anything else other than a stick figure, this principle remains as important for those who use the computer as is does for classical 2D animators.

Think of the computer and its software as a highly sophisticated and expensive kind of pencil. A pencil doesn't make a masterpiece for itself, nor the computer. It's the person behind the tool who makes the difference.

When posing your character on the screen you're creating a "drawing", even if there's no pencil and paper involved. Thus, you have to take control of the shapes presented on the screen to make this drawing more appealing to the audience and tell a story.

Images rendered in a 3D application tend to look too perfect and symmetrical, and that does not feel natural. A big part of the work of artists involved in the processes of modeling, texturing, and lighting is...

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