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

Controlling the neck and head


Our head movement can be broken down to basically two controllers: the head bone itself and the neck. It is possible to rotate the neck while keeping the head straight and vice-versa. For example, to move your head forward you have three options:

  • You rotate just your head (like when you nod affirmatively to someone else's question).

  • You rotate just your neck and keep your head up (like when you try to read those very tiny letters on a computer screen).

  • You rotate both your neck and head (when you look to your belly button). You see these three positions in the following screenshot:

It is very useful in rigs to have the freedom to choose how your neck and head should behave when transforming their parent bones. You should be able, for example, bend your character's torso forward while keeping its neck and head looking forward, without inheriting their parents' rotation. This is often called hinge control. In this recipe we'll learn how to properly control the ...