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Blender 2.5 Character Animation Cookbook
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Index
PartofPackt'sCookbookseries,eachchapterfocusesonadifferentaspectofanimation.Ifyoudon'thavethetimetoworkyourwaythroughalongtutorial,thenthisisthebookforyou.Thestep-by-steprecipesareindependentfromeachothersoyoucandipinandoutofthebooktoaddgreateffectsasandwhenyouneedthem.Blenderuserswhoalreadyknowthebasicsofadding,modelingandrenderingobjectswithintheprogram,butareeagertolearnhowtoturnacharacter'smeshintoalivingcreature.
目錄(87章)
倒序
- 封面
- 版權(quán)信息
- Credits
- About the Author
- Acknowledgements
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Get Rigging
- Introduction
- Defining good orientations for your bones
- Using separate bone chains for different tasks
- Customizing shapes and colors for your bones
- Using corrective shape keys
- Making an IK-FK switcher
- Tips on weight painting your character
- Chapter 2. Rigging the Torso
- Introduction
- How to create a stretchy spine
- Rigging the pelvis
- Making your character breathe
- Controlling the neck and head
- Chapter 3. Eying Animation
- Introduction
- How to control where your characters look at
- The eyelids controllers
- Controlling the pupils
- Chapter 4. Poker Face? Facial Rigging
- Introduction
- Adding expressions using Shape Keys
- Face controls with lattices
- Creating the jaw controller
- Controlling your tongue
- Chapter 5. Hands Down! The Limbs Controllers
- Introduction
- Controlling fingers
- Creating IK legs with a three-pivot foot
- Stretch those limbs!
- Setting up the shoulders
- Cartoon bending for arms and legs
- Different spaces for IK hands
- Chapter 6. Blending with the Animation Workflow
- Introduction
- Animating in layers
- Changing between FK and IK in a shot
- Grasping and throwing objects
- Silhouette and mirrored rendering
- Tracking animation arcs
- Using video for background reference
- Working with linked assets and characters
- Non-linear animation
- Chapter 7. Easy to Say Hard to Do: Mastering the Basics
- Introduction
- Adjusting and tracking the timing
- Spacing: favoring and easing poses
- Anticipating an action
- Using squash and stretch
- Breaking the symmetry
- Chapter 8. Shake That Body: The Mechanics of Body Movement
- Introduction
- Animating a tennis serve
- Heavy metal
- Glory for your team: kicking the ball
- Run Forrest! (in cycles)
- Chapter 9. Spicing it Up: Animation Refinement
- Introduction
- It's time for secondary actions
- Hold but not still: using moving holds
- Animating characters with appendages
- Like clay: refining with the AniSculpt technique
- Chapter 10. Drama King: Acting in Animation
- Introduction
- In the blink of an eye
- Walking with style
- Talking heads (and bodies)
- Appendix A. Planning Your Animation
- Introduction
- Creating thumbnails with Grease Pencil
- Naming conventions
- Extremes Breakdowns Inbetweens ones and twos
- Index 更新時(shí)間:2021-04-02 19:12:34
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