Let this in-depth professional book be your guide to Blender, the powerful open-source 3D modeling and animation software that will bring your ideas to life. Using clear step-by-step instruction and pages of real-world examples, expert animator Tony Mullen walks you through the complexities of modeling and animating, with a special focus on characters. From Blender basics to creating facial expressions and emotion to rendering, you’ll jump right into the process and learn valuable techniques that will transform your movies.
Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
|Edition description:||With DVD|
|Product dimensions:||7.40(w) x 9.10(h) x 0.94(d)|
Table of Contents
PART I: CREATING A CHARACTER WITH BLENDER.
Chapter 1: Blender Basics: Interface and Objects.
Work Areas and Window Types.
Navigating the 3D Space.
Objects and Datablocks.
Chapter 2: Working with Meshes.
Polygons and Subsurfacing.
Extrusion Modeling and Box Modeling.
Chapter 3: Completing the Model with Materials, Textures, and Particles.
Textures and UV Mapping.
Using Static Particles.
Chapter 4: Armatures and Rigging.
Blender Armature System.
Building a Simple Armature.
Rigging Captain Blender.
Chapter 5: Shape Keys and Facial Rigging.
Shape Key Basics.
Building a Shape Key Set for Captain Blender.
Facial Bones and Controls.
Improved Mesh Deformations Using Driven Shape Keys.
PART II: BRINGING IT TO LIFE: ANIMATION.
Chapter 6: Basics of Animation.
Keyframes and Ipos.
Using the Ipo Editor: Bouncing a Ball.
Interpolation and Extend Types.
Chapter 7: Armature Animation.
Posing and Keyframing with the Action Editor.
Walk and Run Cycles.
Chapter 8: Facial Animation and Lip Sync.
Chapter 9: Nonlinear Animation.
Using the NLA Editor.
NLA in Action.
Mixing Actions: Walking and Talking.
Chapter 10: Further Issues in Character Animation.
Interacting with Props.
Deformation with Lattices.
Softbodies and Metaballs.
Chapter 11: Lighting, Rendering, and Editing Your Animation.
Rendering Your Animation.
Editing in the Sequence Editor.
Chapter 12: Using Python Scripts.
Installing and Executing Python Scripts.
Extended Functionality with Scripts.
PART III: BLENDER IN PRODUCTION.
Chapter 13: Full-Scale Productions: Elephants Dream and Plumiferos.
GPL, Creative Commons, and the Blender Artistic License.
Elephants Dream, the World’s First "Open Movie."
A Preview of Plumiferos.
Chapter 14: A Look Into Elephants Dream.
Proog and Emo Rigs.
Ways of Walking: Following a Path vs. a Manually Keyed Walk.
Tips on Studying the Elephants Dream Files.
Chapter 15: Feifi the Canary: Plumiferos Takes Wing.
Rigging a Cartoon Bird.
Chapter 16: Blender in the Pipeline.
Collaboration with Subversion and Verse.
…and Back Into Blender.
PART IV: BLENDER AND BEYOND.
Chapter 17: Other Software and Formats.
Importing and Exporting Other File Formats.
Useful Open-Source Software for Blender Artists.
Blending into the (Near) Future.
Chapter 18: Resources for Further Learning.
Selected Online Resources.
On Becoming a Blender Master.
Most Helpful Customer Reviews
Before diving into this book you should look at the same animations on the accompanying DVD--you will see that the resulting models are fairly simple and the animations are stiff and lifeless. This is a good book to learn the basics of the Blender interface but it won't make you an effective animator. I recommend you instead look at the "Basic Modeling and Animation" tutorial on Blender.org for the basics and the "Learn Character Animation Using Blender" DVD published by the Blender foundation for vital character animation. For animating faces, I highly recommend "Stop Staring."