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

Changing between FK and IK in a shot


Inverse or Forward Kinematics? This is a question that haunts most animators. Some only use IK, while others claim that IK arms make the characters look like puppets pulled by strings. Both have pros and cons, and it's a good idea to take advantage of what they are best at.

Normally legs are in IK mode by default. That's because their main point of control is where the feet touch the ground, and IK allows the feet to remain fixed while the rest of the body moves. Making a walk cycle with FK legs would be something very difficult. Arms, by contrast, are normally an appendage of the torso and are held by the shoulders, rotating around them.

This setup with IK legs and FK arms usually works fine in most situations, but there are cases in which you need to change modes. Imagine a scene where your character is walking, slips on a banana peel and falls to the ground, using the hands to absorb the impact. During the impact, the arms stay fixed on the ground while...