Realizing 3D Animation in Blender Master the Fundamentals of 3D Animation in Blender, from Keyframing to Character Movement

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...

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Detalles Bibliográficos
Otros Autores: Brubaker, Sam, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, England : Packt Publishing [2024]
Edición:First edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009840479606719
Tabla de Contenidos:
  • 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
  • Technical requirements
  • 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
  • Summary
  • Questions
  • Chapter 3: Bezier Keyframes
  • Technical requirements
  • 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
  • Summary
  • Questions
  • Chapter 4: Looking into Object Relationships
  • Technical requirements
  • 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
  • Summary
  • Questions
  • Chapter 5: Rendering an Animation
  • Technical requirements
  • 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
  • Summary
  • Questions
  • 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
  • Summary
  • Questions
  • Chapter 7: Basic Character Animation
  • Technical requirements
  • 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
  • Summary
  • Questions
  • Chapter 8: The Walk Cycle
  • Technical requirements
  • 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?
  • Summary
  • Questions
  • Chapter 9: Sound and Lip-Syncing
  • Technical requirements
  • 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
  • Summary
  • Questions
  • Chapter 10: Prop Interaction with Dynamic Constraints
  • Technical requirements
  • 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
  • Summary
  • Questions
  • Part 3: Advanced Tools and Techniques
  • Chapter 11: F-Curve Modifiers
  • Technical requirements
  • 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
  • Summary
  • Questions
  • Chapter 12: Rigid Body Physics
  • Technical requirements
  • 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
  • Summary
  • Questions
  • Chapter 13: Animating with Multiple Cameras
  • Technical requirements
  • 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
  • Summary
  • Questions
  • Chapter 14: Nonlinear Animation
  • Technical requirements
  • 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
  • Summary
  • Questions
  • Index
  • About PACKT
  • Other Books You May Enjoy.