Manrique | Blender for Animation and Film-Based Production | E-Book | www.sack.de
E-Book

E-Book, Englisch, 284 Seiten

Manrique Blender for Animation and Film-Based Production


1. Auflage 2014
ISBN: 978-1-4822-0475-9
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)

E-Book, Englisch, 284 Seiten

ISBN: 978-1-4822-0475-9
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)



See Why Blender Is Right for Your Studio’s Pipeline

Blender for Animation and Film-Based Production explores why Blender is ideal for animation films. It demonstrates Blender’s capability to do the job in each production department. Whether you are a beginner or more advanced user, you’ll see why Blender should be taken into consideration in animation and film production.

This Blender reference will help you:

- Manage your projects from start to finish

- Understand the different stages in any animation production

- See how studios work and develop their animation projects

Describing the versatility and power of Blender, the book shows you why studios should incorporate Blender in their pipeline. It avoids tedious tutorials and incomprehensible examples. Instead, the book guides you toward finding efficient solutions for issues with your production files or pipeline. It familiarizes you with the animation industry and explores the risks involved in choosing Blender as a primary tool in animation studios.

Manrique Blender for Animation and Film-Based Production jetzt bestellen!

Zielgruppe


Practitioners in the video game industry, including 3D artists and animators and game programmers; students taking Blender courses.


Autoren/Hrsg.


Weitere Infos & Material


Why Blender

History of Blender

BLENDER’S ROADMAP

Blender User Interface

START UP BLENDER

CONTROLS AND BUTTONS

EDITOR SYSTEM

EDITOR TYPES

MODES AND CONTEXT

INTERNATIONALIZATION

Blender in a Digital Studio Pipeline

USING BLENDER FOR PREPRODUCTION TASKS

USING BLENDER FOR POSTPRODUCTION TASKS

ORGANIZE THE PROJECT IN DISK

BLENDER AND THE OPEN MOVIES

Modeling Your Main Character

MODELING IN BLENDER

MODIFIERS

MAKING PROPS

BUILDING THE ENVIRONMENT OF THE SCENE

TOPOLOGY SOLUTIONS

Applying Materials to Our Objects

PREVIEW
DIFFUSE
SPECULAR

SHADING

TRANSPARENCY

MIRROR

SUBSURFACE SCATTERING

STRAND

OPTIONS

SHADOW

Blender Internal Textures

PREVIEW

COLORS

MAPPING

INFLUENCE

UV Unwrap and External Textures

UNWRAPPING A MESH

UV LAYOUTS

EDITING UVS

OPTIMIZE THE UV MAP
COMBINE UV MAPS

REFINE LAYOUT

APPLYING IMAGES

Introduction to Rigging: Armatures and Bones

THE ARMATURE OBJECT

BONES

The Animation Process

TIMELINE AND ANIMATICS

MARKERS

KEYFRAMES

TYPES OF ANIMATION

USING CONSTRAINTS IN ANIMATION

SHAPE KEYS

WALKCYCLE

Introduction to Lighting

LAMPS

SHADOW

ENVIRONMENT LIGHT

AMBIENT OCCLUSION

RESOLVING ISSUES WITH LIGHTS

Compositing Nodes

SETTING UP NODES

USING NODES

NODE TYPES

Using Particles and Dynamics

DYNAMICS AND FORCE FIELDS

COLLISIONS

PARTICLES

SOFT BODY

CLOTH

FLUIDS

SMOKE

Render

BLENDER INTERNAL

CYCLES

EXTERNAL RENDER ENGINES

RENDER SETTINGS AND TIPS

Final Movie Compositing
USING BLENDER IN POSTPRODUCTION

Python

PYTHON API

BLENDER/PYTHON API IN FILM PRODUCTION

Film Promotion and Conclusion

CONCLUSION

Appendix

References

Index


Michelangelo Manrique is a full-time programmer with a gaming network company. He is also involved in publishing tutorials, writing books, and conducting different courses on Blender designed to suit individual student needs.



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