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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’ll 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’s 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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Toc

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

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...
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