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Introducing Character Animation with Blender, Second Edition

Book Description

This ebook does not provide access to the companion materials.

Introducing Character Animation with Blender, 2nd Edition is written in a friendly but professional tone, with clear descriptions and numerous illustrative screenshots. Throughout the book, tutorials focus on how to accomplish actual animation goals, while illustrating the necessary technical methods along the way. These are reinforced by clear descriptions of how each specific aspect of Blender works and fits together with the rest of the package. By following all the tutorials, the reader will gain all the skills necessary to build and animate a well-modeled, fully-rigged character of their own. The character built over the course of the tutorials is included as a .blend file on the companion website, for the reader to experiment with and learn from.

Introducing Character Animation with Blender, 2nd Edition is inspiring as well as educational. A color insert includes sample characters and frames from animations by many of the Blender community's most talented artists, which help to illustrate the impressive potential of the software.

Table of Contents

  1. Cover Page
  2. Title Page
  3. Copyright
  4. Dear Reader,
  5. Dedication
  6. Acknowledgments
  7. About the Author
  8. Contents
  9. Foreword
  10. Introduction
    1. The Open Source Advantage
    2. Who Should Buy This Book
    3. What's Inside
    4. Online Companion Files
    5. How to Contact the Author
  11. PART I: Creating a Character with Blender
    1. CHAPTER 1: Blender Basics: Interface and Objects
      1. Work Areas and Window Types
      2. Navigating the 3D Space
      3. Objects and Datablocks
      4. User Preferences
    2. CHAPTER 2: Working with Meshes
      1. Polygons and Subsurfacing
      2. Poly-by-Poly Modeling and Box Modeling
      3. Common Problems and Solutions in Mesh Modeling
    3. CHAPTER 3: Completing the Model with Materials, Textures, and Hair
      1. Materials and Material Slots
      2. Material Properties
      3. Textures and UV Mapping
      4. Working with Particle Hair
    4. CHAPTER 4: Armatures and Rigging
      1. Blender Armature System
      2. Building a Simple Armature
      3. Rigging Captain Blender with Rigify
    5. CHAPTER 5: Shape Keys and Facial Rigging
      1. Shape Key Basics
      2. Building a Shape Key Set for Captain Blender
      3. Facial Bones and Controls
      4. Improved Mesh Deformations Using Driven Shape Keys
  12. PART II: Bringing It to Life: Animation
    1. CHAPTER 6: Basics of Animation
      1. Keyframes and Function Curves
      2. Using the Graph Editor: Bouncing a Ball
      3. Interpolation and Extrapolation
    2. CHAPTER 7: Armature Animation
      1. Posing and Keyframing with the DopeSheet and Action Editor
      2. Walk and Run Cycles
      3. Pose-to-Pose Animation
    3. CHAPTER 8: Facial Animation and Lip Sync
      1. Facial Posing
      2. Lip Sync
      3. Playback
    4. CHAPTER 9: Animation for Production
      1. Working with Proxies
      2. Using the NLA Editor
      3. NLA in Action
    5. CHAPTER 10: Further Issues in Character Animation
      1. Interacting with Props
      2. Lattices and Mesh Deformers
      3. Softbodies and Metaballs
    6. CHAPTER 11: Lighting, Rendering, and Editing Your Animation
      1. Lighting Basics
      2. Rendering Your Animation
      3. Editing in the Sequence Editor
    7. CHAPTER 12: Python Scripts and Add-Ons
      1. Using Add-Ons
      2. The Blender Python API
      3. Learning More about Blender Python Scripting
  13. PART III: Blender in Production
    1. CHAPTER 13: The Fruits of Freedom: Open Movies and Open Content
      1. The Blender Institute
      2. The Blender Open Movie Project
      3. Free and Open Licenses for Software and Content
    2. CHAPTER 14: A Look Inside the Blender Open Movies
      1. Learning from Elephants Dream
      2. Nonhuman Rigs in Big Buck Bunny and Sintel
      3. The Production Pipeline
    3. CHAPTER 15: Behind the Scenes with Sintel
      1. From Durian to Sintel
      2. The Sintel Open Content
      3. Sintel Artists in Their Own Words
    4. Chapter 16: Feifi the Canary—Plumiferos Takes Wing
      1. Introducing Feifi
      2. Facial Deformations with Lattices
      3. Rigging a Cartoon Bird
  14. PART IV: Blender and Beyond
    1. Chapter 17: Other Software and Formats
      1. Importing and Exporting Other File Formats
      2. Useful Open Source Software for Blender Artists
      3. Blending into the (Near) Future
    2. Chapter 18: Resources for Further Learning
      1. Selected Blender Resources
      2. Recommended Non-Blender-Specific Books
      3. On Becoming a Blender Master
  15. Index