Index
A
- 007-Anticipation-complete.blend file / How to do it...
- 007-Anticipation.blend file / How to do it...
- 009-AniSculpt-complete.blend file / How to do it...
- 009-Anisculpt.blend file / How to do it...
- 009-Appendages-complete.blend file / How to do it...
- 009-Appendages.blend file / How to do it...
- action
- anticipating / Anticipating an action, How to do it..., How it works..., How to do it...
- Action constraint / How to do it..., How to do it...
- Action Editor / How to do it...
- Action Editor mode / How to do it...
- Action Extrapolation value / How to do it...
- Add Driver, selecting / How to do it...
- Add IK to Active Bone / How to do it...
- Add Variable button / How to do it..., How to do it...
- animation
- about / Introduction
- timing, adjusting in / How to do it..., How it works...
- timing, tracking in / How to do it..., How it works...
- refining, with AniSculpt technique / Like clay: refining with the AniSculpt technique, How to do it..., How it works...
- animation arcs
- tracking / How to do it..., How it works...
- Animation Data section / How to do it...
- animation refinement
- about / Introduction
- animator
- about / Introduction
- AniSculpt
- about / Like clay: refining with the AniSculpt technique
- AniSculpt technique
- animation, refining with / Like clay: refining with the AniSculpt technique, How to do it..., How it works...
- appendages
- characters, animating with / How to do it..., How it works...
- Armature
- about / Introduction
- Armature object / How to do it..., How to do it...
- Armature | Single Bone / How to do it...
- Auto Normalize option / How to do it...
- Auto Refresh option / How to do it...
- axis conventions, for bones / Axis conventions
B
- 005-Bending.blend file / How to do it...
- 008-BallKick.blend file / How to do it...
- 009-BallKick-complete.blend file / How to do it...
- 010-Blinking-complete.blend file / How to do it...
- 010-Blinking.blend file / How to do it...
- 12 basic principles of animation
- URL / Animating in layers
- B-Bone scale tool / How to do it...
- B-Bone wireframe visualization / Getting ready
- background reference
- video, using for / Using video for background reference, How to do it..., How it works...
- ball kicking exercise, body mechanics / Glory for your team: kicking the ball, How to do it...
- Basis shape / How to do it...
- bi-dimensional shape / How to do it...
- Blender
- about / Introduction
- orientation, defining for bones / Defining good orientations for your bones, Getting ready, How to do it...
- Inverse Kinematics (IK) controllers / Using separate bone chains for different tasks
- Forward Kinematics (IK) controllers / Using separate bone chains for different tasks
- bone chains, separating / Using separate bone chains for different tasks, How to do it..., How it works...
- bone chains, managing / Don't get tied up on those chains
- shapes, customizing for bones / Customizing shapes and colors for your bones, Getting ready, How to do it..., How it works...
- colors, customizing for bones / Customizing shapes and colors for your bones, Getting ready, How to do it..., How it works...
- Outliner tool / Pay attention to the Outliner
- corrective shape keys, using / Getting ready, How to do it..., How it works...
- drivers / Drivers
- IK-FK switcher, creating / Getting ready, How to do it..., How it works...
- tips, for weight painting / How to do it..., How it works...
- weight painting / How to do it..., How it works...
- stretchy pine, creating / How to create a stretchy spine, How to do it...
- pelvis, rigging / Rigging the pelvis
- breathing property, adding to character / Making your character breathe, How to do it..., There's more
- head, controlling / Controlling the neck and head
- neck, controlling / Controlling the neck and head
- character looks, controlling / How to control where your characters look at
- eye / How to do it...
- eyelids controllers / The eyelids controllers
- pupils, controlling / Controlling the pupils
- expressions adding, shape keys used / Adding expressions using Shape Keys
- lattices, face controls with / Face controls with lattices
- jaw controller, creating / Creating the jaw controller
- tongue, controlling / Controlling your tongue
- character, animating in layers / Animating in layers, How to do it..., How to do it...
- switching between IK and FK / Changing between FK and IK in a shot, How to do it...
- objects, throwing in scene / Grasping and throwing objects, How to do it..., There's more...
- objects, grabbing in scene / Grasping and throwing objects, How to do it..., There's more...
- Silhouette / How to do it...
- mirrored rendering techinque / How to do it...
- animation arcs, tracking / How to do it..., How it works...
- NLA Editor / Non-linear animation, How to do it..., How it works...
- non-linear animation / Non-linear animation, How to do it..., How it works...
- timing, adjusting in animations / How to do it..., How it works...
- poses, favoring / How to do it..., How it works..., How to do it...
- poses, easing / How to do it..., How it works..., How to do it...
- spacing, working / How to do it..., How it works..., How to do it...
- action, anticipating / Anticipating an action, How to do it..., How it works..., How to do it...
- squash-and-stretch principle / How to do it...
- symmetry, breaking / Breaking the symmetry, How to do it...
- body mechanics / Introduction
- animation refinement / Introduction
- secondary actions / How to do it..., How it works...
- subtle movements, adding to character / How to do it..., How it works...
- characters, animating with appendages / How to do it..., How it works...
- sculpting tools / Like clay: refining with the AniSculpt technique
- animation, refining with AniSculpt technique / Like clay: refining with the AniSculpt technique, How to do it..., How it works...
- W.O.F.A.I.M. technique / Introduction
- eye blinking action / In the blink of an eye, How to do it..., How it works...
- character walking exercise / Walking with style, How to do it..., How it works...
- lip syncing feature / How to do it..., How it works...
- naming conventions / Naming conventions
- Blender screen / How to do it...
- blocking
- about / How to do it...
- body mechanics, Blender
- about / Introduction
- tennis serve exercise / Animating a tennis serve, How to do it..., How it works...
- weight lifting exercise / Heavy metal, How to do it...
- ball kicking exercise / Glory for your team: kicking the ball, How to do it...
- cycled animations / Run, Forrest! (in cycles), How to do it...
- bone chains
- creating / How to do it...
- separating, for different tasks / Using separate bone chains for different tasks, How to do it..., How it works...
- managing / Don't get tied up on those chains
- Bone Constraints panel / How to do it...
- Bone Constraints tab / How to do it..., How to do it..., How to do it..., How to do it..., How to do it..., How to do it...
- Bone Heat process / How to do it...
- bones
- about / Introduction
- orientation, defining for / Defining good orientations for your bones, Getting ready, How to do it...
- colors, customizing for / Customizing shapes and colors for your bones, Getting ready, How to do it..., How it works...
- shapes, customizing for / Customizing shapes and colors for your bones, Getting ready, How to do it..., How it works...
- breakdown
- about / Extremes, Breakdowns, Inbetweens, ones and twos
- Breakdown positions / How to do it...
- breathing property
- adding, to character / Making your character breathe, How to do it..., There's more
- 002-Breathe.blend, opening / How to do it...
- Lungs bone, selecting / How to do it...
- Bone Constraints tab / How to do it...
- Stretch To constraint / How to do it...
- Local Space / How to do it...
- Lungs controller / How to do it...
- constraints, stacking / Stacking constraints
- Brow_mad (left and right) / How to do it...
- Brow_sad (left and right) / How to do it...
- Brow_surprise (left and right) / How to do it...
- Brush section / How to do it...
C
- 001-Chains.blend file / Getting ready
- camera view / How to do it..., How to do it...
- CG animation / Hold, but not still: using moving holds
- character
- breathing property, adding / Making your character breathe, How to do it..., There's more
- looks, controlling / How to control where your characters look at
- animating, in layers / Animating in layers, How to do it..., How to do it...
- character mesh / Introduction
- character rig / How to do it...
- characters
- working with / How to do it..., How it works..., How to do it...
- subtle movements, adding to / How to do it..., How it works...
- animating, with appendages / How to do it..., How it works...
- character walking exercise
- about / Walking with style, How to do it..., How it works...
- Cheek_puff (left and right) / How to do it...
- Cheek_puff.L shape / How to do it...
- Cheek_suck (left and right) / How to do it...
- Cheek_suck.L shape / How to do it...
- Child Of constraint / How it works..., How to do it...
- ColorRamp node / How to do it...
- colors
- customizing, for bones / Customizing shapes and colors for your bones, Getting ready, How to do it..., How it works...
- Constant interpolation mode / How to do it...
- constraints
- about / Getting ready
- controller bone
- creating / How to do it...
- Copy Location constraint / How to do it..., How to do it...
- Copy Rotation constraint / How to do it...
- Copy Rotation constraints / Getting ready, Stretching, How to do it...
- Cursor to Selected / How to do it...
- Curve section / Brush hardness
- Custom Weight Paint Range box / How to do it...
- cycled animations, body mechanics / Run, Forrest! (in cycles), How to do it...
D
- 2D animation / Animating in layers
- deformation
- about / How to do it...
- deformation bones / How to do it...
- Deformation property / How to do it...
- Deform option / How to do it...
- Deform property / How to do it..., How to do it..., How to do it...
- Destination fields / How to do it...
- digital keyframes
- about / Extremes, Breakdowns, Inbetweens, ones and twos
- key drawings / Extremes, Breakdowns, Inbetweens, ones and twos
- extremes / Extremes, Breakdowns, Inbetweens, ones and twos
- breakdown / Extremes, Breakdowns, Inbetweens, ones and twos
- DJV
- URL / How to do it...
- DopeSheet window / How to do it..., How to do it...
- about / How to do it...
- drivers / Drivers
- Drivers section / How to do it...
- D_BottomEyelid.L / How to do it...
- D_Head vertex group / How to do it...
- D_Jaw bone / How to do it..., How to do it...
- D_Neck bone / How to do it...
- D_Ribcage bone / How to do it...
- D_TongueBase / How to do it...
- D_TongueBase bone / How to do it...
- D_UpEyelid.L / How to do it...
E
- 003-Eyelids-complete.blend file / How to do it...
- 003-Eyelids file / How to do it...
- Ease In sliders / How to do it...
- Ease Out sliders / How to do it...
- Edit Mode / Introduction
- Edit Mode (Tab) / How to do it...
- expressions
- adding, shape keys used / Adding expressions using Shape Keys
- 004-Face.blend file / How to do it...
- Object Data tab / How to do it...
- Shape Keys section / How to do it...
- Basis shape / How to do it...
- Mouth_cornerUp.L / How to do it...
- right side, creating / How to do it...
- Mouth_cornerUp.L shape slider value / How to do it...
- Mirror Shape Key, selecting / How to do it...
- Mouth_cornerUp.R / How to do it...
- shapes, list / How to do it...
- 004-Face_drivers.blend file / How to do it...
- Mouth_cornerUp.L shape / How to do it..., How it works...
- Mouth_cornerSide.L shape / How to do it...
- Mouth_cornerDown.L shape / How to do it...
- Expr field / How to do it...
- Add Variable button / How to do it...
- Armature object / How to do it...
- Mouth_corner.L bone / How to do it...
- Local Space field / How to do it...
- Mouth_cornerDown.L / How to do it..., How it works...
- Mouth_cornerUp driver / How to do it...
- Mouth_cornerUp shape / How to do it...
- Cheek_puff.L shape / How to do it...
- Cheek_suck.L shape / How to do it...
- Mouth_wide.top shape / How to do it...
- Mouth_lip.Top bone / How to do it...
- Mouth_curled.top shape / How to do it...
- Mouth_sneer.L shape / How to do it...
- Mouth_wide.bottom shape / How to do it...
- Mouth_lip.Bottom bone / How to do it...
- Mouth_curled.bottom shape / How to do it...
- Mouth_puck shape / How to do it...
- Eyebrow_mad.L / How to do it...
- Eyebrow_sad.L / How to do it...
- Eyebrow_surprise.L / How to do it...
- 004-Face-complete.blend file / How to do it...
- Expr field / How to do it..., How to do it...
- Extrapolate field / How to do it...
- extremes
- about / Extremes, Breakdowns, Inbetweens, ones and twos
- eye
- 003-Eyes.blend, opening / How to do it...
- Cursor to Selected / How to do it...
- Armature | Single Bone / How to do it...
- Object Data tab / How to do it...
- Eye.L bone / How to do it...
- T_Eye.L / How to do it...
- Deform property / How to do it...
- Add IK to Active Bone / How to do it...
- LookAt bone / How to do it...
- Set Parent to Bone, selecting / How to do it...
- Inverse Kinematics section / How to do it...
- Flip Names, selecting / How to do it...
- working / How it works...
- LookAt controller / How it works..., There's more...
- Eye.L bone / How to do it..., How to do it...
- Eye.R object / How to do it...
- eye blinking action, Blender / In the blink of an eye, How to do it..., How it works...
- Eyebrows_Center / How to do it...
- Eyebrows_Center bone / How to do it...
- Eyebrow_mad.L / How to do it...
- Eyebrow_sad.L / How to do it...
- Eyebrow_surprise.L / How to do it...
- Eyelids.L bone / How to do it..., How to do it...
- eyelids controllers
- about / The eyelids controllers
- 003-Eyelids file / How to do it...
- Eye.L bone / How to do it...
- D_UpEyelid.L / How to do it...
- T_UpEyelid.L / How to do it...
- Deform property / How to do it...
- D_BottomEyelid.L / How to do it...
- Add IK To Active Bone, selecting / How to do it...
- M_Eyelids.L / How to do it...
- T_BottomEyelid.L / How to do it...
- Transform Panel (N) / How to do it...
- LookAt bone / How to do it...
- Deformation property / How to do it...
- Eyelids.L bone / How to do it...
- M_Eyelids.L bone, selecting / How to do it...
- Extrapolate field / How to do it...
- Destination fields / How to do it...
- Bone Constraints tab / How to do it...
- For Transform field / How to do it...
- Specials menu (W) / How to do it...
- 003-Eyelids-complete.blend file / How to do it...
- working / How it works...
- LookAt shape / There's more...
- ways / More control to the eyelids
F
- 004-Face-complete.blend file / How to do it...
- 004-Face.blend file / How to do it...
- 004-Face_drivers.blend file / How to do it...
- 005-Fingers-complete.blend file / How to do it...
- 005-Fingers.blend file / How to do it...
- F-Curve editor / How to do it...
- face controls
- with lattices / Face controls with lattices
- face vertex group / How to do it...
- For Transform field / How to do it...
- Forward Kinematics (FK)
- about / Using separate bone chains for different tasks, Making an IK-FK switcher
- front view / How to do it...
G
- general finger controllers / How to do it...
- general rig properties / Don't get tied up on those chains
- Gimp
- about / How to do it...
- global coordinates
- about / Defining good orientations for your bones
- GLSL
- about / How to do it...
- Graph Editor window / Drivers
- Grease Pencil
- thumbnails, creating with / Creating thumbnails with Grease Pencil
- about / Creating thumbnails with Grease Pencil
H
- head
- controlling / Controlling the neck and head
- moving, options / Controlling the neck and head
- 002-Neck.blend file, opening / How to do it...
- Hinge interface / How to do it...
- Hinge controller / How to do it...
- hinged shoulder technique / Setting up the shoulders, How to do it...
- Hinge property / How to do it...
- Hips controller / How to do it...
- Hook modifier / How it works...
- humanoid character
- about / Axis conventions
I
- 001-IKFK-Switcher-complete.blend file / How to do it...
- 001-IK_FK_Switcher.blend file / Getting ready
- 006-IK-FK.blend file / How to do it...
- 006-IK-FK_complete.blend file / How to do it...
- IK-FK switcher
- creating / Getting ready, How to do it..., How it works...
- Inbetween drawings
- about / Extremes, Breakdowns, Inbetweens, ones and twos
- Influence slider / How to do it..., How to do it...
- Inherit Rotation (Neck) driver / How to do it...
- Inherit Rotation property / How it works...
- Inherit Scale option / How to do it...
- Inherit Scale options / How to do it...
- Inverse Kinematics (IK)
- about / Using separate bone chains for different tasks, Making an IK-FK switcher
- Inverse Kinematics (IK) constraint / How to do it...
- Inverse Kinematics (IK) section / How to do it...
- Invert option / How to do it...
J
- 004-Jaw-complete.blend file / How to do it...
- 004-Jaw.blend file / How to do it...
- jaw controller
- creating / Creating the jaw controller
- 004-Jaw.blend file / How to do it...
- Armature, selecting / How to do it...
- Action constraint / How to do it...
- D_Jaw bone / How to do it...
- DopeSheet window / How to do it...
- Bone Constraints tab / How to do it...
- Transform Channel / How to do it...
- 004-Jaw-complete.blend file / How to do it...
- moving / How to do it...
K
- Keep Offset / How to do it...
- key drawings
- about / Extremes, Breakdowns, Inbetweens, ones and twos
- keyframe
- about / Extremes, Breakdowns, Inbetweens, ones and twos
- key poses / How to do it...
L
- 001-Legs-complete.blend file / How to do it...
- 001-Legs.blend file / How to do it...
- 004-Lattice-complete.blend file / How to do it...
- 004-Lattice.blend file / How to do it...
- 005-Leg-complete.blend file / How to do it...
- 006-Layers-complete.blend file / How to do it...
- 006-Layers.blend file / How to do it...
- 006-Libraries-complete.blend file / How to do it...
- 006-Libraries-Otto.blend file / How to do it...
- 006-Libraries.blend file / How to do it...
- Lattice modifier / How to do it...
- lattices
- face controls with / Face controls with lattices
- 004-Lattice.blend file / How to do it...
- Lattice modifier / How to do it...
- MeshDeform modifier / How to do it...
- Vertex Groups section / How to do it...
- lips_bottom vertex group / How to do it...
- lips_top / How to do it...
- face vertex group / How to do it...
- Weight Paint mode, activating / How to do it...
- lips_top vertex group / How to do it...
- Object Data tab / How to do it...
- Lattice_Face / How to do it...
- modifiers tab / How to do it...
- Eyebrows_Center / How to do it...
- Otto_Armature / How to do it...
- Eyebrows_Center bone / How to do it...
- 004-Lattice-complete.blend file / How to do it...
- Hook modifier / How it works...
- layers
- characters, animating in / Animating in layers, How to do it..., How to do it...
- leg bone / Stretching the pelvis
- limbs controllers
- about / Introduction
- fingers, controlling / Controlling fingers, How to do it..., How it works...
- IK legs, creating with three-pivot foot / Creating IK legs with a three-pivot foot, How to do it..., How it works..., How to do it...
- limbs, streching / How to do it..., There's more...
- shoulders, setting up / How to do it..., How it works...
- cartoons, bending for legs / Cartoon bending for arms and legs, How to do it..., How it works..., How to do it...
- cartoons, bending for arms / Cartoon bending for arms and legs, How to do it..., How it works..., How to do it...
- spaces, for IK hands / Different spaces for IK hands, How to do it..., How it works...
- Limit Location constraint / Custom interfaces
- linked assets
- working with / How to do it..., How it works..., How to do it...
- lip syncing feature
- about / Talking heads (and bodies), How to do it...
- guidelines / Talking heads (and bodies)
- lips_bottom vertex group / How to do it...
- lips_top / How to do it...
- local coordinates / Defining good orientations for your bones
- Local Space field / How to do it..., How to do it...
- LocRot keyframe / How to do it..., How to do it..., How to do it...
- LookAt bone / How to do it..., How to do it...
- LookAt controller / How it works..., There's more...
- LookAt shape / There's more...
M
- 009-MovingHolds-complete.blend file / How to do it...
- 009-MovingHolds.blend file / How to do it...
- MeshDeform modifier / How to do it...
- meshes
- about / Introduction
- mesh topology / Tips on weight painting your character
- mirrored rendering / How to do it...
- modifiers tab / How to do it...
- Motion Paths feature / There's more...
- Mouth_corner.L bone / How to do it...
- Mouth_cornerDown (left and right) / How to do it...
- Mouth_cornerDown.L / How to do it..., How it works...
- Mouth_cornerDown.L shape / How to do it...
- Mouth_cornerSide (left and right) / How to do it...
- Mouth_cornerSide.L shape / How to do it...
- Mouth_cornerUp (left and right) / How to do it...
- Mouth_cornerUp.L / How to do it...
- Mouth_cornerUp.L shape / How to do it..., How it works...
- Mouth_cornerUp.R / How to do it...
- Mouth_cornerUp driver / How to do it...
- Mouth_cornerUp shape / How to do it...
- Mouth_curled (top and bottom lips) / How to do it...
- Mouth_curled.bottom shape / How to do it...
- Mouth_curled.top shape / How to do it...
- Mouth_lip.Bottom bone / How to do it...
- Mouth_lip.Top bone / How to do it...
- Mouth_puck (only one shape) / How to do it...
- Mouth_puck shape / How to do it...
- Mouth_sneer (left and right) / How to do it...
- Mouth_sneer.L shape / How to do it...
- Mouth_wide (top and bottom lips) / How to do it...
- Mouth_wide.bottom shape / How to do it...
- Mouth_wide.top shape / How to do it...
- Mplayer
- URL / How to do it...
- multitasking
- about / It's time for secondary actions
- M_Eyelids.L / How to do it...
N
- 006-NLA-complete.blend file / How to do it...
- 006-NLA.blend file / How to do it...
- naming conventions, Blender
- about / Naming conventions
- neck
- controlling / Controlling the neck and head
- hinge controller, setting / How to do it...
- inherit rotation property / How to do it...
- Inherit Rotation (Neck) driver / How to do it...
- Expr field / How to do it...
- Add Variable button / How to do it...
- Local Space checkbox / How to do it...
- Inherit Rotation property / How to do it..., How it works...
- Hinge_Head bone / How to do it...
- NLA Editor
- about / Non-linear animation, How to do it..., How it works..., How to do it..., How to do it...
- non-linear animation / Non-linear animation, How to do it..., How it works...
O
- 001-Orientation.blend file / How to do it...
- Object Data panel / How to do it...
- Object Data tab / How to do it..., How to do it..., How to do it..., How to do it...
- objects
- throwing, in scene / Grasping and throwing objects, How to do it..., There's more...
- grabbing, in scene / Grasping and throwing objects, How to do it..., There's more...
- onion skinning feature
- about / Creating thumbnails with Grease Pencil
- OpenGL
- about / How to do it...
- Operator tab / How to do it...
- orientation
- defining, for bones / Defining good orientations for your bones, Getting ready, How to do it...
- correcting / Correcting the orientation
- Otto
- about / Getting ready
- Otto_Armature / How to do it...
- Otto_Body mesh / How to do it...
- Otto_Tongue / How to do it...
- Otto_Tongue object / How to do it...
- Outliner
- about / Pay attention to the Outliner
P
- 002-Pelvis-complete.blend file / How to do it..., Stretching the pelvis
- 003-Pupils-complete.blend file / How to do it...
- 003-Pupils.blend file / How to do it...
- 006-Props.blend file / How to do it...
- pelvis
- rigging / Rigging the pelvis
- inverted pelvis / Rigging the pelvis
- 002-Pelvis.blend, opening / How to do it...
- rigging, steps / How to do it...
- D_Pelvis bone / How to do it...
- Switch Direction, selecting / How to do it...
- Specials Menu (W) / How to do it...
- Deform property, disabling / How to do it...
- D_Spine1 bone / How to do it...
- working / How it works...
- stretching / Stretching the pelvis
- Inherit Scale property, disabling / Stretching the pelvis
- Transform panel (N) / Stretching the pelvis
- Pepeland / Like clay: refining with the AniSculpt technique
- URL / How to do it...
- Photoshop
- about / How to do it...
- Pin button / How to do it...
- playblast
- about / How to do it...
- Pole Angle slider / How to do it...
- Preserve Volume feature / Getting ready
- Properties panel / How to do it...
- Properties window / How to do it...
- pupils
- controlling / Controlling the pupils
- 003-Pupils.blend file / How to do it...
- Shape Keys, creating / How to do it...
- Object Data tab / How to do it...
- Shape Keys panel / How to do it...
- Pupil_Small shape / How to do it...
- Pupil_Big shape / How to do it...
- Pupils_Small shape, selecting / How to do it...
- Eye.R object / How to do it...
- Pin button / How to do it...
- Shape Key name / How to do it...
- Armature object / How to do it...
- X-Axis Mirror property / How to do it...
- X-Axis Mirror mode / How to do it...
- Eyelids.L bone / How to do it...
- Transform channels / How to do it...
- Add Driver, selecting / How to do it...
- Drivers section / How to do it...
- Add Variable button / How to do it...
- Local Space field / How to do it...
- var-1 value / How to do it...
- 003-Pupils-complete.blend file / How to do it...
- working / How it works...
R
- 008-RunCycle.blend file / How to do it...
- 009-RunCycle-complete.blend file / How to do it...
- Radius slider / Correcting the orientation
- Reset button / How to do it...
- Reversed option / How to do it...
- Ribcage controller / Different spaces for IK hands, How to do it...
- Rib controller / How to do it...
- rig
- about / Introduction
- guidelines, for creating / Introduction
- complex rig / Introduction
- simple rig / Introduction
- rigging
- about / Introduction
- issues / Using corrective shape keys
- Rigify
- about / Rigify
- benefits / Rigify
- rotation
- about / Axis conventions
S
- 001-ShapeKeys-complete.blend file / How to do it...
- 001-ShapeKeys.blend file / Getting ready
- 002-SpineStretch.blend file / How to do it...
- 005-Shoulders-complete.blend file / How to do it...
- 005-Shoulders.blend file / How to do it...
- 005-Spaces.blend file / How to do it...
- 005-Stretch-toggle.blend file / There's more...
- 005-Stretch.blend file / How to do it...
- 006-Silhouette-and-mirror-complete.blend file / How to do it...
- 006-Silhouette-and-mirror.blend file / How to do it...
- 007-Spacing-complete.blend file / How to do it...
- 007-Spacing.blend file / How to do it...
- 007-Spacing.mov file / How to do it...
- 007-Stretch-complete.blend file / How to do it...
- 007-Stretch.blend file / How to do it...
- 007-Symmetry.blend file / How to do it...
- 009-Secondary-action-complete.blend file / How to do it...
- 009-Secondary-actions.blend file / How to do it...
- saccades
- about / How to do it...
- scene
- objects, grabbing in / Grasping and throwing objects, How to do it..., There's more...
- objects, throwing in / Grasping and throwing objects, How to do it..., There's more...
- sculpting tools
- about / Like clay: refining with the AniSculpt technique
- secondary actions
- about / How to do it..., How it works...
- Segments field / How to do it...
- Segments property / How to do it...
- Set Inverse button / How to do it...
- Set Parent to Bone, selecting / How to do it...
- Shape Key name / How to do it...
- Shape Keys
- about / Using corrective shape keys
- using / Getting ready, How to do it..., How it works...
- creating / Getting ready
- shape keys
- used, for adding expressions / Adding expressions using Shape Keys
- Shape Keys, creating / How to do it...
- Shape Keys panel / How to do it...
- Shape Keys section / How to do it...
- shapes
- customizing, for bones / Customizing shapes and colors for your bones, Getting ready, How to do it..., How it works...
- shapes, list
- Mouth_cornerUp (left and right) / How to do it...
- Mouth_cornerSide (left and right) / How to do it...
- Mouth_cornerDown (left and right) / How to do it...
- Mouth_wide (top and bottom lips) / How to do it...
- Mouth_curled (top and bottom lips) / How to do it...
- Mouth_puck (only one shape) / How to do it...
- Mouth_sneer (left and right) / How to do it...
- Cheek_puff (left and right) / How to do it...
- Cheek_suck (left and right) / How to do it...
- Brow_mad (left and right) / How to do it...
- Brow_sad (left and right) / How to do it...
- Brow_surprise (left and right) / How to do it...
- SHAPE_Leg object / How to do it...
- silhouette version / Silhouette and mirrored rendering
- silhouette view
- creating / How to do it...
- skeletal animation / Introduction
- Solid Drawing
- about / Breaking the symmetry
- spacing
- about / Spacing: favoring and easing poses
- Specials menu (W) / How to do it...
- Specials Menu (W) / How to do it...
- squash-and-stretch principle / How to do it...
- straight ahead method / Animating in layers
- Stretch property / There's more...
- Stretch To constraint / How to do it..., How to do it..., How it works...
- StretchTo constraints / Stretching
- stretchy spine
- creating / How to create a stretchy spine, How to do it...
- 002-SpineStretch.blend file, opening / How to do it...
- bones, naming / How to do it...
- Segments value, changing / How to do it...
- Inherit Scale option / How to do it...
- Edit Mode / How to do it...
- Segments property / How to do it...
- constraints, creating / How to do it...
- Copy Location constraint / How to do it...
- Stretch To constraint / How to do it..., How it works...
- Bone Constraints tab / How to do it...
- constraint, values / How to do it...
- StretchTo constraint / How to do it...
- Copy Rotation constraint / How to do it...
- working / How it works...
- Stride
- about / How to do it...
- subtle movements
- adding, to characters / How to do it..., How it works...
- Switch Direction / How to do it...
- symmetry
- breaking / Breaking the symmetry, How to do it...
T
- 004-Tongue-complete.blend file / How to do it...
- 004-Tongue.blend file / How to do it...
- 005-Tracking.blend file / How to do it...
- 006-Tracking-complete.blend file / How to do it...
- 007-Timing.blend file / How to do it...
- 008-Tennis-complete.blend file / How to do it...
- 008-Tennis.blend file / How to do it...
- 010-Talk-complete.blend file / How to do it...
- 010-Talk.blend file / How to do it...
- 010-Talk.wav file / How to do it...
- tennis serve exercise, body mechanics / Animating a tennis serve, How to do it..., How it works...
- Tennis_Ball obejct / How to do it...
- Tennis_Racket obejct / How to do it...
- three-pivot foot
- IK legs, creating with / Creating IK legs with a three-pivot foot, How to do it..., How it works..., How to do it...
- thumbnails
- creating, with Grease Pencil / Creating thumbnails with Grease Pencil
- timing
- about / Adjusting and tracking the timing, Spacing: favoring and easing poses
- adjusting, in animation / How to do it..., How it works...
- tracking, in animation / How to do it..., How it works...
- tongue
- controlling / Controlling your tongue
- 004-Tongue.blend file / How to do it...
- Otto_Tongue / How to do it...
- D_TongueBase / How to do it...
- D_Jaw bone / How to do it...
- D_TongueBase bone / How to do it...
- TongueTip bone / How to do it...
- Otto_Tongue object / How to do it...
- With Automatic Weights, selecting / How to do it...
- Otto_Body mesh / How to do it...
- D_Head vertex group / How to do it...
- Invert option / How to do it...
- 004-Tongue-complete.blend file / How to do it...
- Stretch To constraint / How it works...
- TongueTip bone / How to do it...
- Toolshelf panel / How to do it...
- Topology Mirror option / How to do it...
- traditional animators / Silhouette and mirrored rendering
- Transform Channel / How to do it...
- Transform channels / How to do it...
- Transform Panel (N) / How to do it..., How to do it..., How to do it...
- T_BottomEyelid.L / How to do it...
- T_Eye.L / How to do it...
- T_UpEyelid.L / How to do it...
U
- user interface bones / Custom interfaces
- User Preferences window / How to do it...
V
- 006-VideoReference.blend file / How to do it..., How to do it...
- 006-VideoReference.png file / How to do it...
- var-1 value / How to do it...
- Vertex Groups section / How to do it...
- video
- using, for background reference / Using video for background reference, How to do it..., How it works...
- Video Sequence Editor (VSE) / How to do it...
- Visual LocRot keyframe / How to do it...
- VLC
- about / How to do it...
W
- 001-WeightPaint.blend file / Getting ready
- 008-Weight-complete.blend file / How to do it...
- 008-Weight.blend file / How to do it...
- 010-WalkStyle.blend file / How to do it...
- W.O.F.A.I.M. technique / Introduction
- wax writing tool
- about / Creating thumbnails with Grease Pencil
- weight lifting exercise, body mechanics / Heavy metal, How to do it...
- weight painting
- about / Tips on weight painting your character
- settings, for brush / Brush hardness
- Wireframe box / How to do it...
- With Automatic Weight option / How to do it...
- With Automatic Weights, selecting / How to do it...
X
- X-Axis Mirror mode / How to do it...
- X-Axis Mirror property / How to do it...
- X-Ray property / Customizing shapes and colors for your bones, How to do it...
Z
- Z Location channel curve / How to do it...