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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

Understanding Rain’s armature

Having completed all the steps to link Rain into our scene, we now have access to her armature, which we can use to bend her limbs, apply expressions to her face, and otherwise move her around. An armature is a complex object – probably the most complex thing an animator has to work with. We’ll need to understand just what an armature is, and where to find the Python-scripted interface that will help us simplify Rain before we begin working with her armature directly.

The art of rigging Rain

An armature may also be called a rig. The work of creating a rig for a character model is known as rigging, which is done by a rigger. A good rigger is an animator’s best friend, as a good rig is more than just a skeleton that deforms a model – it’s an entire interface for the animator.

Every character rig is different. Rigs vary in design and complexity depending on the style of the character, the type of creature...

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