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

Talking heads (and bodies)


Lip syncing is normally a hot topic for animation students. The good news is that it's quite an easy task, if you follow some basic guidelines:

  • Animate what you hear, not what you read on the transcript.

  • Focus on the basic mouth shapes first; add details and polishing later.

  • Asymmetry is a good thing.

  • Talking isn't just about the mouth: the whole face and body has to be taken into consideration.

As with most things in animation, lip syncing gets easier once you have an organized workflow. Looking for a good reference is also important to get inspiration: notice how every person says the same word a bit differently than the others.

How to do it...

  1. Open the file 010-Talk.blend. It has our character Otto with all his facial controllers, looking at someone behind our camera, as seen in the following screenshot:

    We have an audio file recorded for our scene in the file 010-Talk.wav, in which we have a man's voice saying "So... what do you want to do?"

  2. We first need to import...