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Animating with Blender: How to Create Short Animations from Start to Finish PDF

366 Pages·2008·43.55 MB·English
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Animating with Blender This page intentionally left blank Animating with Blender How to Create Short Animations from Start to Finish D. Roland Hess AMSTERDAM • BOSTON • HEIDELBERG• LONDON NEWYORK • OXFORD • PARIS • SANDIEGO SANFRANCISCO• SINGAPORE• SYDNEY• TOKYO Focal Press isanimprintofElsevier Focal Press is an imprint of Elsevier 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA Linacre House, Jordan Hill, Oxford OX2 8DP, UK Copyright © 2009, D. Roland Hess. Published by Elsevier Inc. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher. Permissions may be sought directly from Elsevier’s Science & Technology Rights Department in Oxford, UK: phone: ((cid:2)44) 1865 843830, fax: ((cid:2)44) 1865 853333, E-mail: [email protected]. You may also complete your request online via the Elsevier homepage (http://elsevier.com), by selecting “Support & Contact,” then “Copyright and Permission” and then “Obtaining Permissions.” Recognizing the importance of preserving what has been written, Elsevier prints its books on acid-free paper whenever possible. Library of Congress Cataloging-in-Publication Data Hess, D. Roland. Animating with Blender : how to create short animations from start to fi nish/by D. Roland Hess. p. cm. Includes index. ISBN 978-0-240-81079-9 (pbk. : alk. paper) 1. Computer animation. 2. Three- dimensional display systems. 3. Computer graphics. 4. Blender (Computer fi le) I. Title. TR897.7.H485 2009 006.6(cid:3)96—dc22 2008026274 British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. ISBN: 978-0-240-81079-9 For information on all Focal Press publications visit our website at www.elsevierdirect.com 09 10 11 12 13 5 4 3 2 1 Typeset by Charon Tec Ltd., A Macmillan Company. (www.macmillansolutions.com) Printed in China 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 Blender’s 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 v Contents Chapter 5 Character Design and Creation 57 Designing in Line with Your Theme and Reality 57 The Beast 59 The Mom 60 The Dogs 61 Modeling Based on Storyboard Requirements 62 Faces, Hands, and Clothes 62 Level of Detail 63 Normal Mapping for Greater Detail at Lower Resolutions 64 Mesh Animation Issues 67 Quads, Edge Loops, and Joints 68 Bind Pose 72 Polygon Count 73 Preparing the Model for Future Work 75 Chapter 6 Libraries and Linking 77 Libraries, and Why You Should Bother 77 Linking Assets That Do Not Animate 81 Linking Assets for Object-Level Animation 86 Creating an Animation Proxy 86 Creating and Linking a Dupligroup 87 Which Method to Choose? 90 Linking Assets for Character Animation 90 Managing Your Links and Libraries 92 Finding and Fixing Broken Links 93 Moving a Shot File and Maintaining Its Links 94 Moving an Asset File 95 Chapter 7 Rough Sets, Blocking, and an Animatic 97 Creating Rough Sets 97 Preparing the File for the Rough Set 98 Building Your Template Scene File 101 Matching Camera Angles to Storyboards 102 Placing Your Characters 106 Proceeding Through the Story Reel 109 Special Case: Reusing Cameras 110 Additional Detail: Moving Cameras, Moving Characters 110 Creating an Animatic 112 Replacing Storyboards in the Story Reel 112 Chapter 8 Good Sound 117 Finding Decent Equipment and Environments 117 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 Deformers 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 Modifi er and Vertex Groups 143 The Mesh Deform Modifi er 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 187 Creation of Per-Shot Working Files from the Scene Template 187 Animation Basics 189 Animating in Blender 192 Working in the Action Editor 193 Straight Ahead Animation 195 Pose to Pose Animation 196 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 viii Contents Chapter 14 Simulation 243 Blender’s 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 311 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

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