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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

Stretch those limbs!


If you want to build a cartoon character rig, it's a good idea to enable it to squash and stretch. Even if your character is not cartoony, some animated shots may require a little stretching in order to achieve more convincing and clear poses. Depending on your project and schedule, it can be a good idea to enable this feature in all of your rigs.

How to do it...

  1. Open the file 005-Stretch.blend. It has an IK leg setup similar to the result of the previous recipe. Move the Foot.L bone around and see how it works. We need the leg to stretch to the position of the foot controller.

  2. Select the IK_Thigh.L bone and go to the Bone tab, under the Properties window. You'll see a panel called Inverse Kinematics. Change the Stretch field value to 0.1. Do the same for the IK_LowerLeg.L bone.

    If you move the foot controller, you'll see that IK chain bones change their size, but the leg mesh doesn't follow. It happens because we have two chains: one for deforming the mesh and another for...

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