LEADER 05017nam 2200745 a 450 001 9910817855703321 005 20231002214538.0 010 $a9786613349309 010 $a9781283349307 010 $a1283349302 010 $a9781849513210 010 $a184951321X 035 $a(CKB)2550000000039804 035 $a(EBL)1561432 035 $a(SSID)ssj0000534548 035 $a(PQKBManifestationID)11329786 035 $a(PQKBTitleCode)TC0000534548 035 $a(PQKBWorkID)10511580 035 $a(PQKB)10359310 035 $a(Au-PeEL)EBL1561432 035 $a(CaPaEBR)ebr10482252 035 $a(CaONFJC)MIL334930 035 $a(OCoLC)780494038 035 $a(PPN)228014654 035 $a(OCoLC)794060436 035 $a(OCoLC)ocn794060436 035 $a(FR-PaCSA)88851676 035 $a(CaSebORM)9781849513203 035 $a(MiAaPQ)EBC1561432 035 $a(EXLCZ)992550000000039804 100 $a20110722d2011 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aBlender 2.5 character animation cookbook $e50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement /$fVirgilio Vasconcelos 205 $aFirst edition 210 1$aBirmingham, U.K. :$cPackt Open Source,$d2011. 215 $a1 online resource (308 pages) 300 $a"Quick answers to common problems"--Cover. 300 $aIncludes index. 311 08$a9781849513203 311 08$a1849513201 327 $aCover; 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 327 $aHow 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 327 $aChanging 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 327 $aRun, 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 330 $aPart 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. 606 $aComputer animation 606 $aThree-dimensional display systems 606 $aComputer graphics 615 0$aComputer animation. 615 0$aThree-dimensional display systems. 615 0$aComputer graphics. 676 $a006.6 676 $a006.696 700 $aVasconcelos$b Virgilio$01714728 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910817855703321 996 $aBlender 2.5 character animation cookbook$94108808 997 $aUNINA