Animating with Blender: how to create short animations from start to finish
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Amsterdam [u.a.]
Elsevier/Focal Press
2009
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Includes index |
Beschreibung: | XII, 352 S. Ill., graph. Darst. DVD-ROM (12 cm) |
ISBN: | 9780240810799 9780240811000 |
Internformat
MARC
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020 | |a 9780240810799 |c pbk. : alk. paper |9 978-0-240-81079-9 | ||
020 | |a 9780240811000 |c DVD |9 978-0-240-81100-0 | ||
035 | |a (OCoLC)845358367 | ||
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100 | 1 | |a Hess, D. Roland |e Verfasser |4 aut | |
245 | 1 | 0 | |a Animating with Blender |b how to create short animations from start to finish |c D. Roland Hess |
264 | 1 | |a Amsterdam [u.a.] |b Elsevier/Focal Press |c 2009 | |
300 | |a XII, 352 S. |b Ill., graph. Darst. |e DVD-ROM (12 cm) | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes index | ||
630 | 0 | 4 | |a Blender (Computer file) |
650 | 4 | |a Computer animation | |
650 | 4 | |a Three-dimensional display systems | |
650 | 4 | |a Computer graphics | |
650 | 0 | 7 | |a Blender |g Programm |0 (DE-588)4588284-8 |2 gnd |9 rswk-swf |
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943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-016981618 |
Datensatz im Suchindex
DE-BY-FWS_katkey | 323871 |
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adam_text |
Contents
Foreword
xi
Chapter
1
An Overview of the Short Animation Process
1
Creating a Short Animation
1
Avoiding Death By Natural Causes
1
Preproduction
2
Production
4
Postproduction
9
The Importance of Following the Work Flow
10
Chapter
2
Story Story Story
13
What Makes an Engaging Story
13
Writing It Down
19
Story Scope, Your Resources, and Reality
21
Scope Example: Adding a Second Character
22
Scope Example: Adding a Second Location
23
Scope Example: Adding Length
23
How Long Is My Story?
23
Chapter
3
Organization
25
Your Digital Assets
25
The Way That Blender Handles Assets
25
A Suggested Organizational Structure
26
Chapter
4
Storyboarding and the Story Reel
29
Storyboarding Basics
29
Suggested Tools
35
Pen Tablets
36
Paint Software
37
Blenders Image Editor
38
Creating the
Storyboards 40
Telling the Story
42
Recording a Temporary Soundtrack for Timing
43
Assembling a Story Reel in Blender's Sequence Editor
44
Sequencer Tools for Working with Image Strips
50
Watching and Exporting the Story Reel
54
Contents
Chapter
5
Character Design and Creation
Designing in Line with Your Theme and Reality
The Beast
The Mom
The Dogs 62
Modeling Based on Storyboard Requirements
Faces, Hands, and Clothes
Level of Detail
Normal Mapping tor Greater Detail at Lower Resolutions ^
Mesh Animation Issues
Quails, Edge Loops, and Joints
Bind
l'ose
Polygon Count
75
Preparing the Model for Future Work
Chapter
6
Libraries and Linking
Libraries, and Why You Should Bother
81
Linking Assets That Do Not Animate
86
Linking Assets for Object-Level Animation
Creating an Animation Proxy
1 87
Creating and Linking a Dupligroup
Which Method to Choose? 90
90
Linking Assets for Character Animation
92
Managing Your Links and Libraries
Finding and Fixing Broken Links
Moving a Shot File and Maintaining Its Links
Moving an Asset File
97
Chapter
7
Rough Sets, Blocking, and an
Animatie
Creating Rough Sets
Preparing the File for the Rough Set
Building Your Template Scene File
1 02
Matching Camera Angles to
Storyboards
Placing Your Characters
L
109
Proceeding Through the Story Reel
Special Case: Reusing Cameras
Additional Detail: Moving Cameras, Moving Characters
Creating an
Animatie
Replacing
Storyboards in
the Story Reel
Jter
8
Good Sound 117
nding Decent Equipment and Environments
What to use 118
VI
Contents
Where to
Record
119
Making the Recording
119
The Goal of the Recording Session
120
Some Sound Processing Basics
121
Removing Noise and Adjusting Levels
124
Previewing the Recorded Sound
125
Chapter
9
Rigging and Skinning
127
An Iterative Method for Rigging, Skinning, and Testing
127
Control Structures
128
Deformere 129
Helpers
129
General Rigging and Skinning Work Flow
129
Building the Rig in Layers
132
A Practical Example
133
Inverse Kinematics/Forward Kinematics
133
Auto IK
141
Another Rigging Example: The Fingers
141
Binding the Rig to the Mesh
142
To Deform or Not?
142
The Armature Modifier and Vertex Groups
143
The Mesh Deform Modifier
146
Lattices
148
Combining Different Deformation Methods with Vertex
Groups
152
Testing Your Rig
154
A Final Example of Fixing a Rigging Problem
155
A Checklist for Preparing Rigged Characters for Life as a Library
157
Chapter
10
Facial Motion and Controls
161
Blender's Method for Controlling Facial Expressions
161
Creating a Library of Shapes
164
Different Ways to Construct Expressions
165
Expression Fragments
165
Splitting Expressions
166
Tips for Creating the Shapes
170
Mouth Shapes for Lip Syncing
173
Constructing Shape Controls
175
Rigging and Controlling Eyes
182
Spherical Eyes
182
Flattened, Squashed or Otherwise Nonspherical Eyes
183
vii
Contents
Chapter
11 Animation 1°^
Creation
of Per-Shot
Working Files from the Scene Template
187
1
8Q
Animation Basics l oy
Animating in Blender
192
Working in the Action Editor
193
Straight Ahead Animation
195
Pose to Pose Animation
1 96
A Practical Example
197
Timing
201
Overlap 202
Anticipation and Follow Through
204
Fine Tuning Your Animation
204
Analyzing Motion with Arcs
205
Facial Expressions
206
"Automatic" Motion: Breathing and Blinking
206
Production Techniques
208
Pick it Up
208
Hold On!
209
Walk This Way
210
A Final Note
214
Chapter
12
Lip Sync
215
Adding Audio Strips to Shot Files
215
Creating the Sync
217
Mixing and Exporting Sound for the Final Edit
219
Chapter
13
Final Sets and Backgrounds
223
Work Flow
223
Quality versus Render Time
224
Geometry
224
Matching the Rough Set
224
Movable Objects and Construction
225
Materials
226
Raytracing, of Course
226
Subsurface Scattering
228
Full
OSA
229
Lighting
230
What Not to Use
230
Lighting Exterior Shots
231
Lighting Interior Shots
234
Layering
236
Getting Help
238
VIM
Contents
Chapter
14 Simulation 243
Blenders Simulators 243
Fluids
243
Common Methods of Faking Water and Fluids
248
Cloth
253
Cloth Pinning
255
Rigid Bodies
258
Particles
262
Fire and Smoke
262
Bits o' Stuff
266
Strands
—
Hair and Fur
270
Setting Up and Adding Parent Strands for Grooming
271
Filling it Out with Children
275
Materials
276
Soft Bodies
281
Blubber
281
Hair
283
Linking Issues with Simulators
285
Chapter
15
Rendering and Compositing
287
Goals and Overview
287
Lighting Your Shot Files
288
Compositing for Better, Faster Renders
290
Faster Renders
290
Better Renders
302
Contrast Boost
302
Midtone Brightness
303
Combining the Techniques
304
Color Adjustment
305
Motion Blur
307
Getting a Good Render on Your Local Machine
309
Final Animation Review
31 1
Preparing for Render Farming
312
Setting Up and Using a Render Farm
313
Using Render Farm Software: Farmerjoe
314
Running Farmerjoe Remotely
321
Checking the Final Frames
322
Staying Organized
322
Chapter
16
Final Edit and Output
325
Putting All of the Renders Together
325
Color Correction and More Post Effects
330
IX
Contents
Editing for Timing
332
Sound, Music, and Foley
333
Music
334
Sound Effects and Foley
336
Output Formats
336
The Wrappers
336
Web Distribution
337
Audio
339
DVD
340
Afieru'ord
345
Index
341 |
adam_txt |
Contents
Foreword
xi
Chapter
1
An Overview of the Short Animation Process
1
Creating a Short Animation
1
Avoiding Death By Natural Causes
1
Preproduction
2
Production
4
Postproduction
9
The Importance of Following the Work Flow
10
Chapter
2
Story Story Story
13
What Makes an Engaging Story
13
Writing It Down
19
Story Scope, Your Resources, and Reality
21
Scope Example: Adding a Second Character
22
Scope Example: Adding a Second Location
23
Scope Example: Adding Length
23
How Long Is My Story?
23
Chapter
3
Organization
25
Your Digital Assets
25
The Way That Blender Handles Assets
25
A Suggested Organizational Structure
26
Chapter
4
Storyboarding and the Story Reel
29
Storyboarding Basics
29
Suggested Tools
35
Pen Tablets
36
Paint Software
37
Blenders Image Editor
38
Creating the
Storyboards 40
Telling the Story
42
Recording a Temporary Soundtrack for Timing
43
Assembling a Story Reel in Blender's Sequence Editor
44
Sequencer Tools for Working with Image Strips
50
Watching and Exporting the Story Reel
54
Contents
Chapter
5
Character Design and Creation
Designing in Line with Your Theme and Reality
The Beast
The Mom
The Dogs 62
Modeling Based on Storyboard Requirements
Faces, Hands, and Clothes
Level of Detail
Normal Mapping tor Greater Detail at Lower Resolutions ^
Mesh Animation Issues
Quails, Edge Loops, and Joints
Bind
l'ose
Polygon Count
75
Preparing the Model for Future Work
Chapter
6
Libraries and Linking
Libraries, and Why You Should Bother
81
Linking Assets That Do Not Animate
86
Linking Assets for Object-Level Animation
Creating an Animation Proxy
1 87
Creating and Linking a Dupligroup
Which Method to Choose? 90
90
Linking Assets for Character Animation
92
Managing Your Links and Libraries
Finding and Fixing Broken Links
Moving a Shot File and Maintaining Its Links
Moving an Asset File
97
Chapter
7
Rough Sets, Blocking, and an
Animatie
Creating Rough Sets
Preparing the File for the Rough Set
Building Your Template Scene File
1 02
Matching Camera Angles to
Storyboards
Placing Your Characters
L
109
Proceeding Through the Story Reel
Special Case: Reusing Cameras
Additional Detail: Moving Cameras, Moving Characters
Creating an
Animatie
Replacing
Storyboards in
the Story Reel
Jter
8
Good Sound 117
nding Decent Equipment and Environments
What to use 118
VI
Contents
Where to
Record
119
Making the Recording
119
The Goal of the Recording Session
120
Some Sound Processing Basics
121
Removing Noise and Adjusting Levels
124
Previewing the Recorded Sound
125
Chapter
9
Rigging and Skinning
127
An Iterative Method for Rigging, Skinning, and Testing
127
Control Structures
128
Deformere 129
Helpers
129
General Rigging and Skinning Work Flow
129
Building the Rig in Layers
132
A Practical Example
133
Inverse Kinematics/Forward Kinematics
133
Auto IK
141
Another Rigging Example: The Fingers
141
Binding the Rig to the Mesh
142
To Deform or Not?
142
The Armature Modifier and Vertex Groups
143
The Mesh Deform Modifier
146
Lattices
148
Combining Different Deformation Methods with Vertex
Groups
152
Testing Your Rig
154
A Final Example of Fixing a Rigging Problem
155
A Checklist for Preparing Rigged Characters for Life as a Library
157
Chapter
10
Facial Motion and Controls
161
Blender's Method for Controlling Facial Expressions
161
Creating a Library of Shapes
164
Different Ways to Construct Expressions
165
Expression Fragments
165
Splitting Expressions
166
Tips for Creating the Shapes
170
Mouth Shapes for Lip Syncing
173
Constructing Shape Controls
175
Rigging and Controlling Eyes
182
Spherical Eyes
182
Flattened, Squashed or Otherwise Nonspherical Eyes
183
vii
Contents
Chapter
11 Animation 1°^
Creation
of Per-Shot
Working Files from the Scene Template
187
1
8Q
Animation Basics l oy
Animating in Blender
192
Working in the Action Editor
193
Straight Ahead Animation
195
Pose to Pose Animation
1 96
A Practical Example
197
Timing
201
Overlap 202
Anticipation and Follow Through
204
Fine Tuning Your Animation
204
Analyzing Motion with Arcs
205
Facial Expressions
206
"Automatic" Motion: Breathing and Blinking
206
Production Techniques
208
Pick it Up
208
Hold On!
209
Walk This Way
210
A Final Note
214
Chapter
12
Lip Sync
215
Adding Audio Strips to Shot Files
215
Creating the Sync
217
Mixing and Exporting Sound for the Final Edit
219
Chapter
13
Final Sets and Backgrounds
223
Work Flow
223
Quality versus Render Time
224
Geometry
224
Matching the Rough Set
224
Movable Objects and Construction
225
Materials
226
Raytracing, of Course
226
Subsurface Scattering
228
Full
OSA
229
Lighting
230
What Not to Use
230
Lighting Exterior Shots
231
Lighting Interior Shots
234
Layering
236
Getting Help
238
VIM
Contents
Chapter
14 Simulation 243
Blenders Simulators 243
Fluids
243
Common Methods of Faking Water and Fluids
248
Cloth
253
Cloth Pinning
255
Rigid Bodies
258
Particles
262
Fire and Smoke
262
Bits o' Stuff
266
Strands
—
Hair and Fur
270
Setting Up and Adding Parent Strands for Grooming
271
Filling it Out with Children
275
Materials
276
Soft Bodies
281
Blubber
281
Hair
283
Linking Issues with Simulators
285
Chapter
15
Rendering and Compositing
287
Goals and Overview
287
Lighting Your Shot Files
288
Compositing for Better, Faster Renders
290
Faster Renders
290
Better Renders
302
Contrast Boost
302
Midtone Brightness
303
Combining the Techniques
304
Color Adjustment
305
Motion Blur
307
Getting a Good Render on Your Local Machine
309
Final Animation Review
31 1
Preparing for Render Farming
312
Setting Up and Using a Render Farm
313
Using Render Farm Software: Farmerjoe
314
Running Farmerjoe Remotely
321
Checking the Final Frames
322
Staying Organized
322
Chapter
16
Final Edit and Output
325
Putting All of the Renders Together
325
Color Correction and More Post Effects
330
IX
Contents
Editing for Timing
332
Sound, Music, and Foley
333
Music
334
Sound Effects and Foley
336
Output Formats
336
The Wrappers
336
Web Distribution
337
Audio
339
DVD
340
Afieru'ord
345
Index
341 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Hess, D. Roland |
author_facet | Hess, D. Roland |
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id | DE-604.BV035174750 |
illustrated | Illustrated |
index_date | 2024-07-02T22:55:36Z |
indexdate | 2024-09-04T04:01:13Z |
institution | BVB |
isbn | 9780240810799 9780240811000 |
language | English |
lccn | 2008026274 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-016981618 |
oclc_num | 845358367 |
open_access_boolean | |
owner | DE-859 DE-703 DE-355 DE-BY-UBR |
owner_facet | DE-859 DE-703 DE-355 DE-BY-UBR |
physical | XII, 352 S. Ill., graph. Darst. DVD-ROM (12 cm) |
publishDate | 2009 |
publishDateSearch | 2009 |
publishDateSort | 2009 |
publisher | Elsevier/Focal Press |
record_format | marc |
spellingShingle | Hess, D. Roland Animating with Blender how to create short animations from start to finish Blender (Computer file) Computer animation Three-dimensional display systems Computer graphics Blender Programm (DE-588)4588284-8 gnd |
subject_GND | (DE-588)4588284-8 |
title | Animating with Blender how to create short animations from start to finish |
title_auth | Animating with Blender how to create short animations from start to finish |
title_exact_search | Animating with Blender how to create short animations from start to finish |
title_exact_search_txtP | Animating with Blender how to create short animations from start to finish |
title_full | Animating with Blender how to create short animations from start to finish D. Roland Hess |
title_fullStr | Animating with Blender how to create short animations from start to finish D. Roland Hess |
title_full_unstemmed | Animating with Blender how to create short animations from start to finish D. Roland Hess |
title_short | Animating with Blender |
title_sort | animating with blender how to create short animations from start to finish |
title_sub | how to create short animations from start to finish |
topic | Blender (Computer file) Computer animation Three-dimensional display systems Computer graphics Blender Programm (DE-588)4588284-8 gnd |
topic_facet | Blender (Computer file) Computer animation Three-dimensional display systems Computer graphics Blender Programm |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016981618&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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