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Technische Daten
Erscheinungsdatum
16.02.2007
Sprache
Englisch
EAN
9780470102602
Herausgeber
John Wiley & Sons
Sonderedition
Nein
Autor
Tony Mullen
Seitenanzahl
496
Auflage
1
Einbandart
Broschiert
Autorenporträt
Tony Mullen, Ph.D., teaches at Tsuda College, Tokyo, where his courses include modeling and animation with Blender as well as the Python programming language. Mullen has been a cartoonist and an illustrator. His screen credits include writer, co-director, or lead animator on several short films, including the award-winning Gustav Braüstache shorts.
Schlagwörter
Blender
Inhaltsverzeichnis
Forewords.
Introduction.
PART I: CREATING A CHARACTER WITH BLENDER.
Chapter 1: Blender Basics: Interface and Objects.
Work Areas and Window Types.
Navigating the 3D Space.
Objects and Datablocks.
User Preferences.
Chapter 2: Working with Meshes.
Polygons and Subsurfacing.
Extrusion Modeling and Box Modeling.
Chapter 3: Completing the Model with Materials, Textures, and Particles.
Material Datablock.
Material Properties.
Textures and UV Mapping.
Using Static Particles.
Chapter 4: Armatures and Rigging.
Blender Armature System.
Building a Simple Armature.
Rigging Captain Blender.
Chapter 5: Shape Keys and Facial Rigging.
Shape Key Basics.
Building a Shape Key Set for Captain Blender.
Facial Bones and Controls.
Improved Mesh Deformations Using Driven Shape Keys.
PART II: BRINGING IT TO LIFE: ANIMATION.
Chapter 6: Basics of Animation.
Keyframes and Ipos.
Using the Ipo Editor: Bouncing a Ball.
Interpolation and Extend Types.
Chapter 7: Armature Animation.
Posing and Keyframing with the Action Editor.
Walk and Run Cycles.
Pose-to-Pose Animation.
Chapter 8: Facial Animation and Lip Sync.
Facial Posing.
Lip Sync.
Playback.
Chapter 9: Nonlinear Animation.
Using the NLA Editor.
NLA in Action.
Mixing Actions: Walking and Talking.
Chapter 10: Further Issues in Character Animation.
Interacting with Props.
Deformation with Lattices.
Softbodies and Metaballs.
Chapter 11: Lighting, Rendering, and Editing Your Animation.
Lighting Basics.
Rendering Your Animation.
Editing in the Sequence Editor.
Chapter 12: Using Python Scripts.
Installing and Executing Python Scripts.
Standard Scripts.
Extended Functionality with Scripts.
PART III: BLENDER IN PRODUCTION.
Chapter 13: Full-Scale Productions: Elephants Dream and Plumiferos.
GPL, Creative Commons, and the Blender Artistic License.
Elephants Dream, the World's First "Open Movie."
A Preview of Plumiferos.
Chapter 14: A Look Into Elephants Dream.
Proog and Emo Rigs.
Texturing Proog.
Ways of Walking: Following a Path vs. a Manually Keyed Walk.
Tips on Studying the Elephants Dream Files.
Chapter 15: Feifi the Canary: Plumiferos Takes Wing.
Introducing Feifi.
Rigging a Cartoon Bird.
Chapter 16: Blender in the Pipeline.
Production Pipeline.
Using Libraries.
Collaboration with Subversion and Verse.
.and Back Into Blender.
PART IV: BLENDER AND BEYOND.
Chapter 17: Other Software and Formats.
Importing and Exporting Other File Formats.
Useful Open-Source Software for Blender Artists.
Blending into the (Near) Future.
Chapter 18: Resources for Further Learning.
Selected Online Resources.
Recommended Books.
On Becoming a Blender Master.
Index.
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