Book Image

Blender 2.5 Character Animation Cookbook

Book Image

Blender 2.5 Character Animation Cookbook

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 (19 chapters)
Blender 2.5 Character Animation Cookbook
Credits
About the Author
Acknowledgements
About the Reviewers
www.PacktPub.com
Preface
Index

Face controls with lattices


The use of shape keys allows us to model some very specific facial expressions, notably those which produce deformations such as skin folds and creases. By building a shape key library you can interpolate between them to create very convincing facial expressions. The problem is that you're always limited to the size of your library, and building a huge one requires an equally huge amount of time and effort.

A good solution to achieve more freedom when building facial expressions is to add another layer of lattice-based controllers so that the animator can mold the face as desired in real time. This is easier, quicker, and makes your file lighter for not having an insane amount of modeled shapes. But the real benefit is that it allows you to achieve pretty good results.

With this mixed-technique approach we can get the best of each tool: modeling specific creases and wrinkles with shape keys; freely deforming the mesh in real time with lattices; and using bones where...