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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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Toc

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

Questions

  1. How many bones are in a pose? Can one single bone have a pose?
  2. Using Rain’s CloudRig interface, what bones can act as the parents of our IK bones? In what cases might each bone be useful as a parent?
  3. What are the differences between the Dope Sheet and the Timeline?
  4. What can we do in the Graph Editor that we can’t in the Dope Sheet?
  5. Why use the Dope Sheet if the Graph Editor displays more information about keyframes?
  6. Why did we edit/overwrite keyframes so much? Why not just get it right the first time?
  7. For in-between operators such as Push Pose from Breakdown or Relax Pose to Breakdown, what does “Breakdown” mean?
  8. Why should things like hair and clothing be animated last?
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