Introducing Character Animation with Blender
John Wiley & Sons Ltd (Verlag)
978-0-470-10260-2 (ISBN)
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Tony Mullen, Ph.D., teaches at Tsuda College, Tokyo, where his courses include modeling and animation with Blender as well as the Python programming language. Mullen has been a cartoonist and an illustrator. His screen credits include writer, co--director, or lead animator on several short films, including the award--winning Gustav Braustache shorts.
Forewords. Introduction. 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. User Preferences. Chapter 2: Working with Meshes. Polygons and Subsurfacing. Extrusion Modeling and Box Modeling. Chapter 3: Completing the Model with Materials, Textures, and Particles. Material Datablock. Material Properties. 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. Pose--to--Pose Animation. Chapter 8: Facial Animation and Lip Sync. Facial Posing. Lip Sync. Playback. 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. Lighting Basics. Rendering Your Animation. Editing in the Sequence Editor. Chapter 12: Using Python Scripts. Installing and Executing Python Scripts. Standard 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. Texturing Proog. 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. Introducing Feifi. Rigging a Cartoon Bird. Chapter 16: Blender in the Pipeline. Production Pipeline. Using Libraries. 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. Recommended Books. On Becoming a Blender Master. Index.
Erscheint lt. Verlag | 16.2.2007 |
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Vorwort | Ton Roosendaal, Bassam Kurdali |
Zusatzinfo | Illustrations (some col.) |
Verlagsort | Chichester |
Sprache | englisch |
Maße | 191 x 237 mm |
Gewicht | 1018 g |
Einbandart | Paperback |
Themenwelt | Informatik ► Grafik / Design ► Blender |
ISBN-10 | 0-470-10260-8 / 0470102608 |
ISBN-13 | 978-0-470-10260-2 / 9780470102602 |
Zustand | Neuware |
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