Animating with Blender how to create short animations from start to finish

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1. Verfasser: Hess, D. Roland (VerfasserIn)
Format: Buch
Sprache:English
Veröffentlicht: Amsterdam [u.a.] Elsevier/Focal Press 2009
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Datensatz im Suchindex

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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
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physical XII, 352 S. Ill., graph. Darst. DVD-ROM (12 cm)
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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_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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