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Blender 3D Cookbook

You're reading from   Blender 3D Cookbook Build your very own stunning characters in Blender from scratch

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Product type Paperback
Published in Jul 2015
Publisher
ISBN-13 9781783984886
Length 608 pages
Edition 1st Edition
Tools
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Author (1):
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Enrico Valenza Enrico Valenza
Author Profile Icon Enrico Valenza
Enrico Valenza
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Toc

Table of Contents (16) Chapters Close

Preface 1. Modeling the Character's Base Mesh 2. Sculpting the Character's Base Mesh FREE CHAPTER 3. Polygonal Modeling of the Character's Accessories 4. Re-topology of the High Resolution Sculpted Character's Mesh 5. Unwrapping the Low Resolution Mesh 6. Rigging the Low Resolution Mesh 7. Skinning the Low Resolution Mesh 8. Finalizing the Model 9. Animating the Character 10. Creating the Textures 11. Refining the Textures 12. Creating the Materials in Cycles 13. Creating the Materials in Blender Internal 14. Lighting, Rendering, and a Little Bit of Compositing Index

Tweaking the actions in Graph Editor


In the previous recipe, we built Actions by setting position, rotation, and/or scaling keys, which Blender interpolates through F-Curves to create the character's animation. In this recipe, we are going to see the Graph Editor window, a tool to modify these F-Curves to fix errors or fine-tune the movements of the animated character.

Getting ready

Open the Gidiosaurus_walkcycle.blend file.

  1. If it's not already loaded, in the Action Editor window, load the Gidiosaurus_walkcycle action.

  2. Go to the top main window header and click on the two little arrows to the left side of the button labeled as Default. In the pop-up menu, select the Animation item to change the screen layout:

    The premade Animation screen layout

  3. Press the Ctrl key and left-click on the top right corner of the Dope Sheet window, then drag the mouse towards the Graph Editor window below to switch the two windows.

  4. Go to the 3D viewport and zoom to the character to select the foot_ik.L bone; the F-Curves...

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