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Realizing 3D Animation in Blender : Master the Fundamentals of 3D Animation in Blender, from Keyframing to Character Movement / Sam Brubaker.
- Format:
- Book
- Author/Creator:
- Brubaker, Sam, author.
- Language:
- English
- Subjects (All):
- Unity (Electronic resource).
- Blender (Computer file).
- Three-dimensional display systems.
- Computer graphics.
- Video games--Design.
- Video games.
- Physical Description:
- 1 online resource (456 pages)
- Edition:
- First edition.
- Place of Publication:
- Birmingham, England : Packt Publishing, [2024]
- Biography/History:
- Brubaker Sam: Sam Brubaker first downloaded Blender in 2004 and has been a 3D artist for the majority of his life. After earning his degree in Art & Design, he worked as an instructional designer, successfully teaching 3D animation in Blender to children as young as seven. Today, he is a professional animator, Blender tutor, and dogmatic advocate of free and open-source software. He is also fond of drawing, carpentry, and analog synthesizers.
- Summary:
- Unlock the secrets of Blender animation and leverage advanced techniques to become a 3D animation professional with this illustrated guide Key Features Master the essentials of 3D animation through engaging step-by-step exercises Go from linking and posing a character to using a nonlinear animation editor Discover unique insights and top tips that you won't find in the Blender documentation Purchase of the print or Kindle book includes a free PDF eBook Book Description Completely free and open source, Blender, with its supportive community and powerful feature set, is an indispensable tool for creating 3D animations. However, learning the software can be a challenge given the complexity of its interface and the intricacies of animation theory. If you want to venture into 3D animation but don't know where to start, Realizing 3D Animation in Blender is for you. Adopting a practical approach, this guide simplifies the theory of 3D animation and the many animation workflows specific to Blender. Through detailed exercises and a sharp focus on the animation process, this book equips you with everything you need to set out on your path to becoming a 3D animator. It's much more than just an introduction; this book covers complex concepts such as F-Curve modifiers, rigid-body physics simulation, and animating with multiple cameras, presented in an easy-to-follow manner to avoid common pitfalls encountered by novice animators. By the end of this Blender 3D animation book, you'll have gained the knowledge, experience, and inspiration to start creating impressive 3D animations on your own. What you will learn Become well-versed with the simple rules of keyframing and interpolation Understand the function and behavior of Blender's animation curves Bring a character to life with Blender 3D character animation Utilize multiple cameras and the video sequence editor for advanced shot composition Get to grips with Blender's mysterious non-linear animation tool Explore advanced features such as physics simulation and camera techniques Who this book is for This book is for anyone seeking guidance in the world of 3D animation using Blender. Whether you're an aspiring 3D animator, a beginner or intermediate-level Blender user, or a visual media producer looking to expand your skill set, this resource will prove invaluable. As long as you have basic familiarity with Blender and have the software already installed on a computer that meets system requirements, you're ready to dive into this book. While prior experience with Blender's animation tools is not necessary, having at least modeled a scene, added simple shading and lighting, and rendered a few still images will be beneficial.
- Contents:
- Cover
- Title Page
- Copyright
- Dedication
- Contributors
- Table of Contents
- Preface
- Part 1: Introduction to Blender and the Fundamentals of Animation
- Chapter 1: Basic Keyframes in the Timeline
- Technical requirements
- Navigating the Timeline
- Moving through time
- Setting the frame range
- Adjusting the Timeline view
- Animation playback
- Creating simple movement with keyframes
- Keying the initial location
- The keyed property
- Keying the second location
- Principles of keying
- Keying rotation
- Editing keyframes in the Timeline
- Basic keyframe editing
- Duplicating keyframes
- Holding a position
- Editing the timing of your animation
- Animating nearly any property in Blender
- Other keying methods
- Keying the material color
- Summary
- Questions
- Chapter 2: The Graph Editor
- Getting the ball rolling
- Navigating the Graph Editor
- Bringing up the Graph Editor
- The X and Y axes in the Graph Editor
- Animation channels
- Adjusting the Graph Editor view
- Interpolation and easing
- Setting the interpolation mode
- Setting the easing type
- Making the ball bounce
- Linear interpolation for objects in mid-air
- Adding bouncing keyframes in the Graph Editor
- F-curve extrapolation
- Linear extrapolation
- Cyclic extrapolation
- Chapter 3: Bezier Keyframes
- One tired animator
- The connected parts of our unicycle
- keying the course checkpoints
- A novel method for inserting keyframes in the Graph Editor
- Bezier handle types
- Exposing keyframe handles
- Overview of Bezier handle types
- Automatic and Auto Clamped Bezier handles
- Vector and Aligned handles
- Combining Vector and Aligned handles
- Editing Bezier handles
- Smooth movement with Aligned handles
- Bounces with Free handles.
- Heading, weight, and balance
- Motion paths as a visual guide
- Tilting while turning
- Leaning into it
- Copying keyframes to another channel
- Copying keyframes
- Keying a single property
- Pasting keyframes
- Scaling keyframe values
- Chapter 4: Looking into Object Relationships
- Understanding object origins
- The truth about objects and origins
- Centering the origin
- Grabbing the origin
- Parenting objects
- The parent/child relationship
- Understanding constraints
- Adding a constraint
- World space versus local space
- Copying constraints
- Following a path
- Editing the animation path
- Adding a Follow Path constraint
- Animating the path
- Drivers
- Adding a driver
- Editing a driver
- Driver F-curves
- The final chart of object relationships
- Chapter 5: Rendering an Animation
- Setting up the camera
- Adding a camera to the scene
- Camera view-finding
- The animated camera
- Rendering basics
- What is rendering, really?
- Controls for rendering
- Setting up our scene for rendering
- Predicting and managing render performance
- Rendering an image sequence
- Why output an image sequence and not a video?
- Output settings
- Pre-render checklist
- Rendering the animation
- Viewing the rendered frames
- Converting an image sequence to a video
- The Video Sequence Editor
- Output settings for video export
- Outputting a video
- Part 2: Character Animation
- Chapter 6: Linking and Posing a Character
- 1Technical requirements
- Linking a character in a new scene
- Linked libraries
- Making a library override
- Understanding Rain's armature
- The art of rigging Rain
- The CloudRig interface
- Posing an armature
- Pose mode
- IK bones
- FK bones.
- Fingers, faces, and other accessories
- Creating a library of poses
- The Asset Browser
- Creating a pose asset
- Practicing poses
- Chapter 7: Basic Character Animation
- Preparing Rain in a new scene
- A brief recap on linking Rain into a new project
- Using a pose asset
- Setting bone relationships for an animation
- Hiding bones
- Keying pose bones
- Blocking or roughing the animation
- Reviewing our key poses
- The Dope Sheet
- Introduction to the Dope Sheet
- Organizing the Dope Sheet
- Going further into animating this character
- Two more in-between poses
- In-between operators for posing
- Waving
- Polishing the animation
- Using the Graph Editor on bones
- Animating Rain's accessories
- Chapter 8: The Walk Cycle
- Preparing the walk cycle scene
- The timeline of a walk cycle
- Timeline markers
- Getting Rain ready to walk
- Moving forward on the Y axis
- Establishing the stride length
- Looping the animation
- Putting Rain on a treadmill
- Using a preview playback range
- Adding more periodic motion
- Torso movement
- Swaying from side to side
- The Action Editor
- More torso animation with sine waves
- Advanced footwork
- Rolling the foot
- Picking up the feet
- Correcting the motion of the legs
- Copying animation from the left foot to the right foot
- Finishing the walk cycle
- FK toes
- FK arms
- Final touches?
- Chapter 9: Sound and Lip-Syncing
- Using sound in Blender
- Importing audio files into the Video Sequencer
- Using sound strips
- Timeline settings for working with sound
- Acting without speaking
- Key facial expressions
- Automatic keyframing and keying sets
- The science of lip-syncing
- Phonetics for animators.
- Animating the mouth
- Chapter 10: Prop Interaction with Dynamic Constraints
- Touching the object
- Setting up the shot
- Reaching for an object
- Setting up an object-to-bone relationship
- Dummy bones - a smarter way to rig
- The Copy Transforms constraint
- Constraints with animated influence
- Keying the influence of a constraint
- Releasing the ball
- Animating a throwing/tossing motion
- Animating the ball being thrown
- Part 3: Advanced Tools and Techniques
- Chapter 11: F-Curve Modifiers
- Where to find F-curve modifiers
- Adding our first F-curve modifier
- Getting fancy with F-curve modifiers
- The Stepped Interpolation modifier
- The Built-In Function modifier
- Setting the clock with math
- Using the Noise modifier
- Adding the Noise modifier
- Copying modifiers
- More fun with Noise modifiers
- Using a Noise modifier to simulate an explosion
- Restricting the frame range of a modifier
- Chapter 12: Rigid Body Physics
- Creating a rigid body world
- Our first rigid body simulation
- Active and passive rigid bodies
- Rigid body collision
- The smashing-junk-together algorithm
- Collision shapes
- Selecting rigid body collision shapes
- Destroying a wall
- Building a wall
- Destroying the wall
- Baking the simulation
- Chapter 13: Animating with Multiple Cameras
- Ready camera two
- Setting up multiple cameras
- The active camera
- Switching cameras in the Timeline
- Camera overrides
- Viewing with a local camera
- Using multiple cameras in the Video Sequencer
- Chapter 14: Nonlinear Animation
- Reusing actions
- Appending the walk cycle.
- Assigning an action in the Action Editor
- A hard lesson in forgotten settings
- The action strip
- Introduction to the Nonlinear Animation editor
- Actions in the NLA
- Layering actions
- Appending the second action
- Animated Strip Time
- The Strip Time property
- Index
- About PACKT
- Other Books You May Enjoy.
- Notes:
- Includes index.
- Description based on publisher supplied metadata and other sources.
- Description based on print version record.
- ISBN:
- 9781801076562
- OCLC:
- 1440216700
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