Chapter 11, Animation!
May 12, 2011
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The fun stuff: character animation. We make the kid walk across the room, grab the chair and throw a toy. It’s not How to Train Your Dragon, but it’s a start.
This was AWESOME!
Alright, now that I got that off my chest… this chapter was big and full of work to do, but unlike with other chapters with similar characteristics I decided to write just one post when it was done. It just didn’t make sense to break it up at any point. And yeah, you guessed it: lots of work (if you want to make it look half-decent), and LOTS of fun!
Roland gives out truckloads of tips on animation here, even though this is just meant to be an introduction (he even started the chapter with the “What we didn’t cover” that usually comes in the end). Judging from the amount of information presented just in these 30 pages, I can only imagine the value in full character animation books (*).
So here is the opengl render of my first character animation ever. No sir, we’re not finished yet, still 3 more chapters in the book to further improve the scene! The final animation will come when we’re done with the book :P
[vimeo http://vimeo.com/23609893 w=640&h=480]
There’s a looo-oooo-ooot to improve, but it’s not too shabby if I may say so myself! By the time I get to the 14th Chapter, it’ll be a bit more ironed out, I promise.
(*) Speaking of books on Character Animation, there’s suddenly a nice supply on that subject applied to Blender! Tony Mullen recently published the second edition of his Introducing Character Animation with Blender, and in June Roland Hess himself will launch Tradigital Blender: A CG Animator’s Guide to Applying the Classical Principles of Animation! Animated times ahead!
This post is part of a series on the book Blender Foundations.
You can find the base post of the series here.
Next post on the series: Chapter 12 (Rendering and the Compositor)
Previous post on the series: Chapter 10 (Shapes and Morphing)