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Cover image for Blender production : creating short animations from start to finish
Title:
Blender production : creating short animations from start to finish
Personal Author:
Publication Information:
Burlington, MA : Focal Press, 2013
Physical Description:
vii, 312 p. : ill. (chiefly col.) ; 25 cm.
ISBN:
9780240821450
General Note:
Includes index
Title Subject:

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30000010332707 TR897.7 H474 2013 Open Access Book Book
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Summary

Summary

Short animation projects are ambitious and time-consuming, but with a good plan and toolset, they can be hugely rewarding. Blender expert Roland Hess will get you up to speed on animated short fundamentals, including writing, storyboarding, blocking, and character creation. This follow-up of Blender Foundations will introduce the more advanced functionalities of Blender, such as the Library and Linking system, physics simulators, the integrated compositor, and the Sequence Editor. If that wasn¿t enough, this tutorial-based book will also have you create a short animation from scratch, making you a master of the Blender toolkit in no time.

* Learn how to fully manage your art assets using the Library and Linking system

*Gain practical advice on story construction tailored specifically for short animations

*Companion website includes the full Blender software kit, sample project files amounting to 100+ MB of valuable content, including models, textures, materials, scenes and animations

***PLEASE NOTE THAT WE ARE CURRENTLY EXPERIENCING DIFFICULTIES WITH THE COMPANION SITE URL. PLEASE VISIT http://cw.routledge.com/textbooks/9780240821450/ TO ACCESS ALL OF THE COMPANION MATERIALS!***


Author Notes

PROSE Award-winning author Roland Hess has worked with graphics and imaging software for over 20 years, and is one of the leading experts for Blender software. As an active user and developer of Blender, Roland brings a unique perspective to Blender instruction that helps to bridge the difficult gap between technical knowledge and artistic endeavor. Hess wrote Focal Press titles Blonder Foundations (2010) and Tradigital Blender (2011).


Table of Contents

About the Bookp. vii
Chapter 1 An Overview of the Short Animation Processp. 1
Creating a Short Animationp. 1
Avoiding Death by Natural Causesp. 1
Preproductionp. 1
Productionp. 4
Postproductionp. 9
The Importance of Following the Workflowp. 10
Summaryp. 11
Chapter 2 Story Story Storyp. 13
What Makes an Engaging Story?p. 13
Writing It Downp. 17
Story Scope, Your Resources, and Realityp. 19
Scope Example: Adding a Second Characterp. 20
Scope Example: Adding a Second Locationp. 20
Scope Example: Adding Lengthp. 20
How Long Is My Story?p. 21
Summaryp. 21
Chapter 3 Organizationp. 23
Your Digital Assetsp. 23
The Way That Blender Handles Assetsp. 23
A Suggested Organizational Structurep. 25
Summaryp. 26
Chapter 4 Storyboarding and the Story Reelp. 27
Storyboarding Basicsp. 27
Use a Long Shotp. 30
Use a Point-of-View Shotp. 30
My Solution: Montage Close-ups and Implied Actionp. 31
Suggested Toolsp. 34
Pen Tabletsp. 35
Paint Softwarep. 35
Blender's Image Editorp. 37
Creating the Storyboardsp. 41
Telling the Storyp. 43
Recording a Temporary Sound Track for Timingp. 44
Assembling a Story Reel in Blender's Sequence Editorp. 45
Sequencer Tools for Working with Image Stripsp. 53
Watching and Exporting the Story Reelp. 55
Summaryp. 58
Chapter 5 Character Design and Creationp. 59
Designing in Line with Your Theme and Realityp. 59
The Boyp. 62
The Snowmanp. 62
Modeling Based on Storyboard Requirementsp. 63
Faces, Hands, and Clothesp. 64
Level of Detailp. 66
Polygon Countp. 68
Proxy Charactersp. 70
Preparing the Model for Future Workp. 70
Summaryp. 70
Chapter 6 Libraries and Linkingp. 73
Libraries, and Why You Should Botherp. 73
Linking Assets That Do Not Animatep. 78
Linking Assets for Object-Level Animationp. 84
Creating and Linking a Dupligroupp. 84
Linking Assets for Character Animationp. 88
Managing Your Links and Librariesp. 91
Finding and Fixing Broken Linksp. 91
Moving a Shot File and Maintaining Its Linksp. 92
Moving an Asset Filep. 93
Summaryp. 93
Chapter 7 Rough Sets, Blocking, and an Animaticp. 95
Creating Rough Setsp. 95
Preparing the File for the Rough Setp. 96
The Template (or Master) Scene Filep. 99
Matching Camera Angles to Storyboardsp. 105
Placing Your Charactersp. 111
Binding the Camera to the Markerp. 113
Proceeding through the Story Reelp. 115
Special Case: Reusing Camerasp. 115
Additional Detail: Moving Cameras, Moving Charactersp. 116
Using the Grease Pencilp. 116
Grease Pencil Over Timep. 118
Creating an Animaticp. 120
Replacing Storyboards in the Story Reelp. 120
Summaryp. 122
Chapter 8 Good Soundp. 125
Finding Decent Equipment and Environmentsp. 125
What to Usep. 125
Where to Recordp. 127
Making the Recordingp. 127
The Goal of the Recording Sessionp. 128
Some Sound-Processing Basicsp. 129
Removing Noise and Adjusting Levelsp. 131
Previewing the Recorded Soundp. 132
Summaryp. 133
Chapter 9 Managing Animation at the Project Levelp. 135
Renderp. 136
Working with a Teamp. 137
Staying Organizedp. 139
Animating in Stages and Getting Feedbackp. 140
Back to the Spreadsheetp. 142
Case Study: Background Animation in Snowmenp. 142
Chapter 10 Dialogue, Sound Effects, and Musicp. 151
When to Add Audio to Your Master Scene Templatep. 151
Adding Audio Strips to Shot Filesp. 151
Mixing and Exporting Sound for the Final Editp. 152
Mixdownp. 156
Musicp. 156
Chapter 11 Final Sets and Backgroundsp. 159
Workflowp. 160
Quality versus Render Timep. 160
Geometryp. 161
Matching the Rough Setp. 161
Movable Objects and Constructionp. 163
Materialsp. 163
Ray Tracing, of Coursep. 167
Subsurface Scatteringp. 167
Full Oversamplingp. 170
Lightingp. 170
What Not to Usep. 171
Lighting Exterior Shotsp. 178
Lighting Interior Shotsp. 182
Layeringp. 185
Getting Help with Set Buildingp. 185
Summaryp. 187
Chapter 12 Simulationp. 189
Blender's Simulatorsp. 189
Fluidsp. 189
Clothp. 197
Rigid Bodiesp. 204
Oceanp. 213
Dynamic Paintp. 214
Smokep. 225
Particlesp. 233
Bits o' Stuffp. 233
Strands: Hair and Furp. 241
Understanding the Cache Optionsp. 243
Summaryp. 246
Chapter 13 Rendering and Compositingp. 247
Goals and Overviewp. 247
Lighting Your Shot Filesp. 248
Compositing for Better, Faster Rendersp. 251
Faster Rendersp. 251
Getting a Good Render on Your Local Machinep. 283
Final Animation Reviewp. 285
Preparing for Render Farmingp. 286
Setting up and Using a Render Farmp. 287
Using Network Renderp. 288
Checking the Final Framesp. 293
Chapter 14 Final Editp. 295
Adjusting Timingp. 295
Transitionsp. 298
Adding Titles and Color Platesp. 299
Transformsp. 300
More Complex Workp. 302
Final Exportp. 303
Wrapping It Upp. 304
Indexp. 305
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