Cover image for Blender 2.5 Character Animation Cookbook.
Blender 2.5 Character Animation Cookbook.
Title:
Blender 2.5 Character Animation Cookbook.
Author:
Vasconcelos, Virgilio.
ISBN:
9781849513210
Personal Author:
Physical Description:
1 online resource (347 pages)
Contents:
Blender 2.5 Character Animation Cookbook -- Table of Contents -- Blender 2.5 Character Animation Cookbook -- Credits -- About the Author -- Acknowledgements -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Get Rigging -- Introduction -- Defining good orientations for your bones -- Getting ready -- How to do it... -- How it works... -- There's more... -- Correcting the orientation -- Axis conventions -- Rigify -- See also -- Using separate bone chains for different tasks -- Getting ready -- How to do it... -- How it works... -- There's more -- Don't get tied up on those chains -- See also -- Customizing shapes and colors for your bones -- Getting ready -- How to do it... -- How it works... -- There's more -- Pay attention to the Outliner -- See also -- Using corrective shape keys -- Getting ready -- How to do it... -- How it works... -- There's more -- Drivers -- See also -- Making an IK-FK switcher -- Getting ready -- How to do it... -- How it works... -- There's more -- Custom interfaces -- Stretching -- See also -- Tips on weight painting your character -- Getting ready -- How to do it... -- How it works... -- There's more -- Brush hardness -- See also -- 2. Rigging the Torso -- Introduction -- How to create a stretchy spine -- How to do it... -- How it works... -- There's more... -- See also -- Rigging the pelvis -- How to do it... -- How it works... -- There's more -- Stretching the pelvis -- See also -- Making your character breathe -- How to do it... -- How it works... -- There's more -- Stacking constraints.

See also -- Controlling the neck and head -- How to do it... -- How it works... -- There's more -- Not just the neck and head -- See also -- 3. Eying Animation -- Introduction -- How to control where your characters look at -- How to do it... -- How it works... -- There's more... -- See also -- The eyelids controllers -- How to do it... -- How it works... -- There's more... -- More control to the eyelids -- See also -- Controlling the pupils -- How to do it... -- How it works... -- There's more... -- See also -- 4. Poker Face? Facial Rigging -- Introduction -- Adding expressions using Shape Keys -- How to do it... -- How it works... -- There's more... -- See also -- Face controls with lattices -- How to do it... -- How it works... -- There's more... -- See also -- Creating the jaw controller -- How to do it... -- How it works... -- See also -- Controlling your tongue -- How to do it... -- How it works... -- See also -- 5. Hands Down! The Limbs Controllers -- Introduction -- Controlling fingers -- How to do it... -- How it works... -- There's more... -- See also -- Creating IK legs with a three-pivot foot -- How to do it... -- How it works... -- There's more... -- See also -- Stretch those limbs! -- How to do it... -- How it works... -- There's more... -- See also -- Setting up the shoulders -- How to do it... -- How it works... -- There's more... -- See also -- Cartoon bending for arms and legs -- How to do it... -- How it works... -- See also -- Different spaces for IK hands -- How to do it... -- How it works... -- There's more... -- See also -- 6. Blending with the Animation Workflow -- Introduction -- Animating in layers -- How to do it... -- How it works... -- See also -- Changing between FK and IK in a shot -- How to do it... -- How it works... -- See also -- Grasping and throwing objects -- How to do it... -- How it works... -- There's more...

See also -- Silhouette and mirrored rendering -- How to do it... -- How it works... -- There's more... -- See also -- Tracking animation arcs -- How to do it... -- How it works... -- There's more... -- See also -- Using video for background reference -- How to do it... -- How it works... -- See also -- Working with linked assets and characters -- How to do it... -- How it works... -- See also -- Non-linear animation -- How to do it... -- How it works... -- There's more... -- See also -- 7. Easy to Say, Hard to Do: Mastering the Basics -- Introduction -- Adjusting and tracking the timing -- How to do it... -- How it works... -- There's more... -- See also -- Spacing: favoring and easing poses -- How to do it... -- How it works... -- See also -- Anticipating an action -- How to do it... -- How it works... -- See also -- Using squash and stretch -- How to do it... -- How it works... -- See also -- Breaking the symmetry -- How to do it... -- How it works... -- See also -- 8. Shake That Body: The Mechanics of Body Movement -- Introduction -- Animating a tennis serve -- How to do it... -- How it works... -- See also -- Heavy metal -- How to do it... -- How it works... -- See also -- Glory for your team: kicking the ball -- How to do it... -- How it works... -- See also -- Run, Forrest! (in cycles) -- How to do it... -- How it works... -- See also -- 9. Spicing it Up: Animation Refinement -- Introduction -- It's time for secondary actions -- How to do it... -- How it works... -- See also -- Hold, but not still: using moving holds -- How to do it... -- How it works... -- See also -- Animating characters with appendages -- How to do it... -- How it works... -- See also -- Like clay: refining with the AniSculpt technique -- How to do it... -- How it works... -- See also -- 10. Drama King: Acting in Animation -- Introduction -- In the blink of an eye.

How to do it... -- How it works... -- There's more... -- See also -- Walking with style -- How to do it... -- How it works... -- See also -- Talking heads (and bodies) -- How to do it... -- How it works... -- See also -- A. Planning Your Animation -- Introduction -- Creating thumbnails with Grease Pencil -- Naming conventions -- Extremes, Breakdowns, Inbetweens, ones and twos -- Index.
Abstract:
Part of Packt's Cookbook series, each chapter focuses on a different aspect of animation. If you don't have the time to work your way through a long tutorial, then this is the book for you. The step-by-step recipes are independent from each other so you can dip in and out of the book to add great effects as and when you need them. Blender users who already know the basics of adding, modeling and rendering objects within the program, but are eager to learn how to turn a character's mesh into a living creature.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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