Blender 2.5 character animation cookbook :: 50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement /
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 ad...
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1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham, U.K. :
Packt Open Source,
2011.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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. |
Beschreibung: | "Quick answers to common problems"--Cover Includes index. |
Beschreibung: | 1 online resource (1 electronic resource (iii, 289 pages)) : illustrations |
ISBN: | 9781849513210 184951321X 1849513201 9781849513203 1283349302 9781283349307 9786613349309 6613349305 |
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245 | 1 | 0 | |a Blender 2.5 character animation cookbook : |b 50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement / |c Virgilio Vasconcelos. |
260 | |a Birmingham, U.K. : |b Packt Open Source, |c 2011. | ||
300 | |a 1 online resource (1 electronic resource (iii, 289 pages)) : |b illustrations | ||
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500 | |a Includes index. | ||
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505 | 0 | |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; 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 | |
505 | 8 | |a 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; Control 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 | |
505 | 8 | |a 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 | |
505 | 8 | |a 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: Planning Your Animation; Introduction; Creating thumbnails with Grease Pencil; Naming conventions; Extremes, Breakdowns, Inbetweens, ones and twos; Index | |
520 | |a 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. | ||
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author | Vasconcelos, Virgilio |
author_facet | Vasconcelos, Virgilio |
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building | Verbundindex |
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callnumber-subject | TR - Photography |
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contents | Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; 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; Control 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: Planning Your Animation; Introduction; Creating thumbnails with Grease Pencil; Naming conventions; Extremes, Breakdowns, Inbetweens, ones and twos; Index |
ctrlnum | (OCoLC)758976858 |
dewey-full | 006.696 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.696 |
dewey-search | 006.696 |
dewey-sort | 16.696 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
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id | ZDB-4-EBA-ocn758976858 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:18:04Z |
institution | BVB |
isbn | 9781849513210 184951321X 1849513201 9781849513203 1283349302 9781283349307 9786613349309 6613349305 |
language | English |
oclc_num | 758976858 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (1 electronic resource (iii, 289 pages)) : illustrations |
psigel | ZDB-4-EBA |
publishDate | 2011 |
publishDateSearch | 2011 |
publishDateSort | 2011 |
publisher | Packt Open Source, |
record_format | marc |
spelling | Vasconcelos, Virgilio. Blender 2.5 character animation cookbook : 50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement / Virgilio Vasconcelos. Birmingham, U.K. : Packt Open Source, 2011. 1 online resource (1 electronic resource (iii, 289 pages)) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier data file "Quick answers to common problems"--Cover Includes index. Print version record. Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; 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; Control 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: Planning Your Animation; Introduction; Creating thumbnails with Grease Pencil; Naming conventions; Extremes, Breakdowns, Inbetweens, ones and twos; Index 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. English. Blender (Computer file) http://id.loc.gov/authorities/names/n00063653 Blender (Computer file) fast Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Three-dimensional display systems. http://id.loc.gov/authorities/subjects/sh85135021 Computer graphics. Animation par ordinateur. Affichage tridimensionnel. Infographie. computer animation. aat three-dimensional. aat computer graphics. aat COMPUTERS Digital Media Video & Animation. bisacsh Computer animation fast Computer graphics fast Three-dimensional display systems fast has work: Blender 2.5 character animation cookbook (Text) https://id.oclc.org/worldcat/entity/E39PCXVdBKf77B7c3b7w6wjxj3 https://id.oclc.org/worldcat/ontology/hasWork 1849513201 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=377991 Volltext |
spellingShingle | Vasconcelos, Virgilio Blender 2.5 character animation cookbook : 50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement / Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; 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; Control 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: Planning Your Animation; Introduction; Creating thumbnails with Grease Pencil; Naming conventions; Extremes, Breakdowns, Inbetweens, ones and twos; Index Blender (Computer file) http://id.loc.gov/authorities/names/n00063653 Blender (Computer file) fast Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Three-dimensional display systems. http://id.loc.gov/authorities/subjects/sh85135021 Computer graphics. Animation par ordinateur. Affichage tridimensionnel. Infographie. computer animation. aat three-dimensional. aat computer graphics. aat COMPUTERS Digital Media Video & Animation. bisacsh Computer animation fast Computer graphics fast Three-dimensional display systems fast |
subject_GND | http://id.loc.gov/authorities/names/n00063653 http://id.loc.gov/authorities/subjects/sh85029478 http://id.loc.gov/authorities/subjects/sh85135021 |
title | Blender 2.5 character animation cookbook : 50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement / |
title_auth | Blender 2.5 character animation cookbook : 50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement / |
title_exact_search | Blender 2.5 character animation cookbook : 50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement / |
title_full | Blender 2.5 character animation cookbook : 50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement / Virgilio Vasconcelos. |
title_fullStr | Blender 2.5 character animation cookbook : 50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement / Virgilio Vasconcelos. |
title_full_unstemmed | Blender 2.5 character animation cookbook : 50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement / Virgilio Vasconcelos. |
title_short | Blender 2.5 character animation cookbook : |
title_sort | blender 2 5 character animation cookbook 50 great recipes for giving soul to your characters by building high quality rigs and understanding the principles of movement |
title_sub | 50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement / |
topic | Blender (Computer file) http://id.loc.gov/authorities/names/n00063653 Blender (Computer file) fast Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Three-dimensional display systems. http://id.loc.gov/authorities/subjects/sh85135021 Computer graphics. Animation par ordinateur. Affichage tridimensionnel. Infographie. computer animation. aat three-dimensional. aat computer graphics. aat COMPUTERS Digital Media Video & Animation. bisacsh Computer animation fast Computer graphics fast Three-dimensional display systems fast |
topic_facet | Blender (Computer file) Computer animation. Three-dimensional display systems. Computer graphics. Animation par ordinateur. Affichage tridimensionnel. Infographie. computer animation. three-dimensional. computer graphics. COMPUTERS Digital Media Video & Animation. Computer animation Computer graphics Three-dimensional display systems |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=377991 |
work_keys_str_mv | AT vasconcelosvirgilio blender25characteranimationcookbook50greatrecipesforgivingsoultoyourcharactersbybuildinghighqualityrigsandunderstandingtheprinciplesofmovement |