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Realizing 3D Animation in Blender

You're reading from   Realizing 3D Animation in Blender Master the fundamentals of 3D animation in Blender, from keyframing to character movement

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Product type Paperback
Published in Jul 2024
Publisher Packt
ISBN-13 9781801077217
Length 456 pages
Edition 1st Edition
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Author (1):
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Sam Brubaker Sam Brubaker
Author Profile Icon Sam Brubaker
Sam Brubaker
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Table of Contents (20) Chapters Close

Preface 1. Part 1: Introduction to Blender and the Fundamentals of Animation
2. Chapter 1: Basic Keyframes in the Timeline FREE CHAPTER 3. Chapter 2: The Graph Editor 4. Chapter 3: Bezier Keyframes 5. Chapter 4: Looking into Object Relationships 6. Chapter 5: Rendering an Animation 7. Part 2: Character Animation
8. Chapter 6: Linking and Posing a Character 9. Chapter 7: Basic Character Animation 10. Chapter 8: The Walk Cycle 11. Chapter 9: Sound and Lip-Syncing 12. Chapter 10: Prop Interaction with Dynamic Constraints 13. Part 3: Advanced Tools and Techniques
14. Chapter 11: F-Curve Modifiers 15. Chapter 12: Rigid Body Physics 16. Chapter 13: Animating with Multiple Cameras 17. Chapter 14: Nonlinear Animation 18. Index 19. Other Books You May Enjoy

Prop Interaction with Dynamic Constraints

Interacting with your environment is an important aspect of... existing. I love touching objects, holding objects, picking them up and putting them down again, rearranging the world around me, and generally having a solid corporeal body. I’d wager you like doing those things as well, and your characters want to do them too!

Animating this can range from being blindingly obvious to devilishly difficult. If we want Rain to, say, wear a hat, we can parent it to a bone in her head and continue as normal; if she is to sit in a chair, we can just animate her sitting down and not let her pass through that chair; and if Rain were to kick a ball, we could animate it flying into the air at just the right moment.

So far, so good – but what if she were to pick up a ball in her hand and toss it? That requires making a dynamic constraint – an animated constraint that starts working when Rain touches the ball and ends when it leaves...

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