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

Breaking the symmetry


Among the 12 basic principles stated by the animation legends Frank Thomas and Ollie Johnston, there is one called Solid Drawing. Even if you can't draw anything else other than a stick figure, this principle remains as important for those who use the computer as is does for classical 2D animators.

Think of the computer and its software as a highly sophisticated and expensive kind of pencil. A pencil doesn't make a masterpiece for itself, nor the computer. It's the person behind the tool who makes the difference.

When posing your character on the screen you're creating a "drawing", even if there's no pencil and paper involved. Thus, you have to take control of the shapes presented on the screen to make this drawing more appealing to the audience and tell a story.

Images rendered in a 3D application tend to look too perfect and symmetrical, and that does not feel natural. A big part of the work of artists involved in the processes of modeling, texturing, and lighting is...