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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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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

Creating a simple walk cycle for the character by assigning keys to the bones


We are now going to create a simple walk cycle for the Gidiosaurus character by assigning position and rotation (and in some cases, also scaling) keys to the control bones of the rig.

Getting ready

In Blender, there is already a preset screen layout named Animation that you can switch to and start animating. By the way, I usually prefer to set up my screen layout for the required task, and animating is no exception, so let's first prepare the scene and the screen for the job:

  1. Open the Gidiosaurus_proxy.blend file.

  2. If necessary, enable the 3D manipulator widget in the toolbar of the 3D view (press Ctrl + Spacebar), click on the Translate icon button, and set Transform Orientation to (just for the moment) Global.

  3. Split the 3D view horizontally into two windows and change the bottom one into a Dope Sheet window. Click on the Editing context being displayed button on its toolbar to switch from Dope Sheet to the Action Editor...

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