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Realizing 3D Animation in Blender

You're reading from   Realizing 3D Animation in Blender Master the fundamentals of 3D animation in Blender, from keyframing to character movement

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Product type Paperback
Published in Jul 2024
Publisher Packt
ISBN-13 9781801077217
Length 456 pages
Edition 1st Edition
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Author (1):
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Sam Brubaker Sam Brubaker
Author Profile Icon Sam Brubaker
Sam Brubaker
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Table of Contents (20) Chapters Close

Preface 1. Part 1: Introduction to Blender and the Fundamentals of Animation
2. Chapter 1: Basic Keyframes in the Timeline FREE CHAPTER 3. Chapter 2: The Graph Editor 4. Chapter 3: Bezier Keyframes 5. Chapter 4: Looking into Object Relationships 6. Chapter 5: Rendering an Animation 7. Part 2: Character Animation
8. Chapter 6: Linking and Posing a Character 9. Chapter 7: Basic Character Animation 10. Chapter 8: The Walk Cycle 11. Chapter 9: Sound and Lip-Syncing 12. Chapter 10: Prop Interaction with Dynamic Constraints 13. Part 3: Advanced Tools and Techniques
14. Chapter 11: F-Curve Modifiers 15. Chapter 12: Rigid Body Physics 16. Chapter 13: Animating with Multiple Cameras 17. Chapter 14: Nonlinear Animation 18. Index 19. Other Books You May Enjoy

Looking into Object Relationships

It’s easy to take for granted how the things in our universe relate to one another. Our Earth relates to the Sun, orbiting it in perpetuity, drawn inward by gravity. The Earth’s own gravity pulls you toward its center while the solid ground pushes you, keeping your movements constrained to the planet’s surface as it spins through the cosmos. Magnets relate by attracting and repelling each other. Your pants stay on your legs when you walk around.

In the world of 3D animation, we can’t take such relationships for granted. If we don’t do the work of nature ourselves, bodies in space will not interact, things will fall apart and pass through solid matter, and characters’ pants will remain at a fixed point in space after their legs have walked away (this happens way more often than you’d think).

For this chapter, we will set aside most of what we’ve learned so far about animating objects directly...

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