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Realizing 3D Animation in Blender : Master the Fundamentals of 3D Animation in Blender, from Keyframing to Character Movement / Sam Brubaker.

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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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