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...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham, England :
Packt Publishing
[2024]
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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.