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ANIMATING WITH BLENDER
Animating with Blender
How to Create Short Animations from Start to Finish
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By
Roland Hess, Roland Hess has been working with graphics and imaging software for over 20 years. As one of a handful of people involved with Blender who is both an active user of the software as well as one of the developers, he brings a unique perspective to Blender instruction that helps to bridge the difficult gap between technical knowledge and artistic endeavor. Hess wrote: Animating with Blender for Focal 2009, and The Essential Blender, No Starch, 2007.

Description
Blender has become one of the most popular 3D and animation tools on the market, with over 2 million users, and it is free! Animating with Blender is the definitive resource for creating short animation projects from scratch, the ideal platform for experimenting with animation. Blender expert and author Roland Hess walks you through the entire process of creating a short animation, from writing to storyboarding and blocking, through character creation, animation and rendering.

Audience
Primary market: Independent or Freelance Animators (small studios); Professional Animators (large studios also work Blender into their pipelines); 3D Artists; Hobbyist Animator (Blender is free - easy entry for hobbyists). Secondary market: Animation/3D students, Animation Faculty. Level: Intermediate

Contents
1: An Overview of the Short Animation Process 1.1: Overview 1.2: Importance of following the workflow 1.3: Common pitfalls and how to avoid them 2: Story 2.1: Story scope, your resources and reality 2.2: What story to tell? Objective vs. Subjective story lines 2.3: Incorporating Theme 2.4: Putting together a short screenplay, and how it can help Organization 4: Storyboarding and the Story Reel 4.1: The benefits of storyboarding 4.2: Suggested tools 4.3: Recording a temporary soundtrack for timing 4.4: Assembling a Story Reel in Blender's Sequence Editor 5: Character Design and Creation 5.1: Finalizing design in line with your theme 5.2: Modeling based on storyboard requirements and theme 5.3: Creating level of detail proxies, and mesh animation issues 5.3: Believability and render times with materials 6: Libraries 6.1: What are libraries and why should you bother? 6.2: Creating groups and libraries 6.3: Linking libraries from your production files 6.4: Animating library assets 7: Rough Sets, Blocking and an Animatic 7.1: Creating rough sets 7.2: Setting cameras to match storyboards 7.3: Adding static characters and doing general blocking 7.5: Adjusting timing of the Story Reel with real blocked shots and the dialogue track 8: Recording Good Sound 9: Rigging and Animation Testing (7000 words) 9.1: An iterative method for rigging, skinning and testing 9.2: Maintaining the scope of the project (i.e. not doing a full rig for a character that needs 3 seconds of animation) 9.3: Creating shape keys for facial animation and deformation tweaking 10: Character Animation: Blocking and Finishing 10.1: Creation of per-shot working files, with links to character and set libraries 10.2: The Pose-to-pose method is shown 10.3: Using Blender's various animation tools to enhance timing and show weight, anticipation and follow through. 10.4 Enhancing your ability to get real-time previews for better feedback 11: Lip Sync 11.1: Adding portions of the dialogue track to the per-shot files 11.2: Audio issues and scrubbing 11.3: A general workflow for lip syncing entirely within Blender 12: Special Effects: Physics, Fluids and Particles 12.1: When to make it and when to fake it 12.2: Common rigid body effects and how to record them 12.3: Common soft body effects 12.4: The fluid simulator 12.5: Particles 12.6: Integrating effects with keyframed animation 13: Final Sets and Backgrounds 13.1: Minimizing the use of live (fully 3D) sets 13.2: Assembling the final sets to match the roughs 13.3: Breaking the sets into different libraries based on storyboard requirements 13.4: Taking and tweaking background shots for static backgrounds 13.5: In each per-shot animation file, the final sets and backgrounds are linked in 14: Rendering and Post-Processing 14.1: Using the renderer and in-line compositor to put everything together 14.2: Help with optimizing render times 14.3: Adding common post effects like color enhancement, motion blur, depth of field and bloom/glow. 14.4: Setting up and using a render farm 15: Editing and Final Output 15.1: Compiling the rendered scene into the full short in the Sequence Editor 15.2: Using the SE to experiment with timing and cuts 15.3: Mixing the sound 15.3: The different finished animation formats

Bibliographic details
Paperback, 368 pages, publication date: SEP-2008
ISBN-13: 978-0-240-81079-9
Imprint: FOCAL PRESS

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USD 44.95
GBP 24.99
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Last update: 3 Oct 2009
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