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

It's time for secondary actions


We may be used to seeing the term "multitasking" related to computers, where they are able to run multiple programs at the same time. Something quite similar happens with us all the time, when we're doing more than one action at once.

The animation principle of secondary actions deals with this nature: while we're performing a main action there are a number of complementary secondary actions. For instance, if our character is walking on the sidewalk in a hurry to catch a bus, some possible secondary actions may be looking at his wristwatch—meaning he's probably late—or adjusting his necktie—meaning he was so late when leaving home that he couldn't even properly wear it.

The important thing to notice here is that secondary actions should be used in your shots just as an accessory to the main action. They should reinforce the idea of your shot and add to the main idea you're trying to portray.

How to do it...

  1. Open the file 009-Secondary-actions.blend. It has our...