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  • Book Overview & Buying Blender 2.5 Character Animation Cookbook
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Blender 2.5 Character Animation Cookbook

Blender 2.5 Character Animation Cookbook

By : Virgilio Carlo de Menezes Vasconcelos
4.3 (12)
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Blender 2.5 Character Animation Cookbook

Blender 2.5 Character Animation Cookbook

4.3 (12)
By: Virgilio Carlo de Menezes Vasconcelos

Overview of this book

Blender is an open source 3D graphics application that can be used for modeling, rigging, animating, rendering and thousands of other things. While modeling characters isn't the biggest of your worries, animating them to make them feel as-good-as alive is what differentiates a professional from an amateur. This book offers clear, illustrative, and easy-to-follow recipes to create character rigs and animations for common situations. Bring your characters to life by understanding the principles, techniques and approaches involved in creating rigs and animations, you'll be able to adapt them to your own characters and films. The book offers clear step-by-step tutorials, with detailed explanations, screenshots and support files to help you understand the principles behind each topic. Each recipe covers a logical step of the complete creation of a character rig and animation, so you're not overwhelmed with too much information at once. You'll see numerous examples and screenshots that guide to achieve various rigging and animation tasks, logically separated so you can understand each in detail. The rigging topics are divided by each region of the body (torso, limbs, face, eyes), and further separated by the specific topic (neck, fingers, mouth, eyelids, etc) for clarity. All rigging tasks are accomplished with the built-in tools in Blender, without the complexity of coding custom Python behaviors or user interface elements. The animation topics deal with common situations found in real world productions, showing good practices to understand and overcome the challenges.
Table of Contents (13 chapters)
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12
Index

Introduction

The face is the most complex part of the human body to set up. We spend our entire lives looking at human faces, and we're pretty good at detecting the subtlest changes and what they mean emotionally. It's a tough job trying to replicate this amount of complexity in CG: from the carefully built mesh topology to the detailed shading, texturing, and—of course—the animation controllers and movements.

The more you try to build a realistic human face in CG, the more details you have to add in order to avoid the uncanny valley effect. This terms refers to a hypothesis in the field of robotics which holds that the human observers tend to be repulsed by something that looks and moves barely like a human being: if it's not exactly like a human nor a clear abstraction of it (like a cartoon character), the observers notice that there's something "wrong" or "strange" to the character—often referred to as "zombie like&quot...

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Blender 2.5 Character Animation Cookbook
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