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Animating with Blender
Free shipping
free shipping in Poland for all orders over 500 PLN
Same day shipping
If your payment will be credited to our account by 11:00
14 days for return
Each consumer can return the purchased goods within 14 days
Blender expert and author Roland Hess, writing, writing and writing.
* Learn the ropes from Roland Hess, one of Blender's developers and a community guru for this FREE animation program, which was used in the previz for Spiderman 2
* Blade tools work together
* Study, pick and reuse all files from the animation.
Creating Short Animations with Blender
At A Glance
Chapter 1: An Overview of the Short Animation Process
This chapter is a brief overview. It provides advice and how to do it.
Chapter 2: Story
Deciding on the story of your resources. Objective vs. subjective story lines, and why do you need to know the difference. Deciding on a theme, and adding theme-supporting details and elements to the story. Also, screenplay is an appropriate (or unnecessary) to use.
Chapter 3: Storyboarding and the Story Reel
Emphasizes the absolute necessity of storyboarding, even if you can barely draw, and suggests some tools and techniques. Examples of how good storyboarding can lead to shorter production and render times later. Analyzing your shots for later optimization of shots, angles, and necessary sets and props. Also, it is shown how Blender can be used to assemble an original Story Reel with a temporary sound track.
Chapter 4: Character Design and Creation
Even if you have a pretty character, you must have a look. The chapter emphasizes the idea of the characters in the theme of their appearance. Modeling to the needs of the story. Storyboarded.
Chapter 5: Libraries
Blender's library and linking system explained. Creating libraries for proper reuse and unification of digital assets. How libraries will benefit your production.
Chapter 6: Rough Sets, Blocking, Good Sound and an Animatic
The Building Building Building, block Building low Building Building Building Building Building Building Building. Building the basic shapes for your sets. Updating the story with an open dialogue and OpenGL stills and camera move animations.
Chapter 7: Rigging and Animation Testing
Rigging and skinning modeled characters with respect to the needs of the project. Testing the rig with sample animations. Creating facial morph targets for expression and lip sync.
Chapter 8: Character Animation: Blocking and Finishing
Per-shot files are created, and characters and rough sets are linked in from their libraries. Pose to Pose animation is shown. The story is updated with a pose-to-pose breakdown and gross timing is tested and adjusted. Blender's tools for refining animation, creating offsets, follow-up, anticipation, etc. are track.
Chapter 9: Lip Sync
Using the left created shape keys to add facial expression and lip sync. Adding and scrubbing sound files.
Chapter 10: Special Effects: Physics, Fluids and Particles
Physics and particle tools are shown, where it's just fake and effects. , Also ke Also ke main Also Also. Keiframed animation. Attention is given to times and careful planning from the animatic.
Chapter 11: Final Sets and Backgrounds
Using the story reel as a guide backgrounds created from live geometry. Sets are built to match the roughs with full objects, sectioned on the requirements, and saved as effective linking and re-use. Static backgrounds are rendered and tweaked, with Normal and Z for better compositing.
Chapter 12: Rendering and Post-Processing
The render layers and compositor is shown with the final elements. Common post-processing techniques like Blender's vector-based motion blur, depth of field and bloom / glow are shown.
Chapter 13: Editing and Final Output
Using Blender's Sequence Editor to edit the rendered, composited animation into the final product. Generating a variety of output formats (.avi, MPEG, Quicktime) and which are best for what.
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