Blender 2.5 character animation cookbook [[electronic resource] ] : 50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement / / Virgilio Vasconcelos |
Autore | Vasconcelos Virgilio |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Open Source, 2011 |
Descrizione fisica | 1 online resource (308 p.) |
Disciplina |
006.6
006.696 |
Soggetto topico |
Computer animation
Three-dimensional display systems Computer graphics |
Soggetto genere / forma | Electronic books. |
ISBN |
1-283-34930-2
9786613349309 1-84951-321-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; 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
How 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 Changing 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 Run, 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 |
Record Nr. | UNINA-9910456637703321 |
Vasconcelos Virgilio | ||
Birmingham, U.K., : Packt Open Source, 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Blender 2.5 character animation cookbook [[electronic resource] ] : 50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement / / Virgilio Vasconcelos |
Autore | Vasconcelos Virgilio |
Edizione | [First edition] |
Pubbl/distr/stampa | Birmingham, U.K. : , : Packt Open Source, , 2011 |
Descrizione fisica | 1 online resource (308 pages) |
Disciplina |
006.6
006.696 |
Soggetto topico |
Computer animation
Three-dimensional display systems Computer graphics |
ISBN |
1-283-34930-2
9786613349309 1-84951-321-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; 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
How 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 Changing 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 Run, 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 |
Record Nr. | UNINA-9910781204603321 |
Vasconcelos Virgilio | ||
Birmingham, U.K. : , : Packt Open Source, , 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Blender 2.5 character animation cookbook : 50 great recipes for giving soul to your characters by building high-quality rigs and understanding the principles of movement / / Virgilio Vasconcelos |
Autore | Vasconcelos Virgilio |
Edizione | [First edition] |
Pubbl/distr/stampa | Birmingham, U.K. : , : Packt Open Source, , 2011 |
Descrizione fisica | 1 online resource (308 pages) |
Disciplina |
006.6
006.696 |
Soggetto topico |
Computer animation
Three-dimensional display systems Computer graphics |
ISBN |
1-283-34930-2
9786613349309 1-84951-321-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; 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
How 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 Changing 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 Run, 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 |
Record Nr. | UNINA-9910817855703321 |
Vasconcelos Virgilio | ||
Birmingham, U.K. : , : Packt Open Source, , 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|