Each rendered image that makes up part of an animation is called a Frame.. To make the Car example a little more technical, you would go to Frame 1 in your 3D application the start of th
Trang 1And now you have a pretty (or not) picture of your model That's great, but what good is it? Well, for many uses, architectural visualization, making fake product shots for marketing campaigns, doing artwork for personal enjoyment, it is enough A nice still image is the end
But, for many others, this is not the end of the process You might need things to move It could be as simple as moving the camera around your model to show off your hard work If you wanted to really show off, you might make the models of trees appear to sway gently in the wind and have the striped pole on the barbershop spin slowly Then, a car speeds down the road Chased by a huge boulder Chased by a giant, three-headed robot
That's animation
Animation
In CG, there are basically three ways to create motion
The first is to tell certain objects (like a car) where to be, and at what time Essentially, you say:
"Car, I would like you be at this side of the street when I start rolling the camera, and over at the other end of the street three seconds later Can you handle that?"
And the car says: "Dude, I'm not real! I'm not even constrained by the laws of physics I can
do anything you want!"
And you say "Awesome!" because it really is
Animating by telling things where to be and when to be there is called Keyframing
Each rendered image that makes up part of an animation is called a Frame
And so, to animate with this method, you go to a Frame (that's the "when") and set a Key (that's the "where") for the location of the object To make the Car example a little more technical, you would go to Frame 1 in your 3D application (the start of the animation), use the application's tools to put the car at the beginning of the street, and set a Key Then, you would move the application's time counter three seconds ahead in time, move the car to the end of the street, and set another Key
Rendering all of the images that represent those three seconds of time, then playing them back
in sequence, will show the car moving from the beginning of the street to the end
The second division of animation, Character Animation, is really just keyframe animation - the same basic procedure of telling "where" and "when" is used - but as it requires a different set of skills, it is usually thought of separately
What kinds of different skills? Well, the method of animation we just discussed is good for moving objects around that don't change shape It's pretty straightforward: the object starts here, goes somewhere else, and ends up over there Maybe it topples over onto its side That is
Trang 2considered "object level" animation, and more or less, anyone with half of pint of imagination and visualization skills can pull it off
Character animation is different Some people might think that character animation is most akin to the clay and model based stop-motion animation popularized in a glut of Christmas specials and sometimes bad/sometimes brilliant motion picture and television features Not so Let's Talk About Art
Don't expect Blender, or any other 3D application for that matter, to substitute for a lack of artistic knowledge and skill 3D applications are tools, and nothing more In the hands of a skilled artist, they can produce moving pieces of art In the hands of a hack, they will produce junk
Even if you have no artistic background though, all is not lost There are some basic rules for creating artwork that can be gleaned from a simple web search or a trip to your local library
In my experience, 3D art is an interesting combination of photography and illustration From photography, you take the techniques of lighting and composition From illustration (painting, drawing, etc.), you take all of the artistic decisions of working in a non-realistic medium In other words, at some point you have to decide what portions of reality you will try to
reproduce, and what portions you will omit or only suggest
For a better example of what I am talking about, use as a reference any of the 3D animated feature films produced in the last five years None of them could be said to be completely photorealistic In other words, reality does not look like those films And yet, as we watch them, we are drawn into their shorthand for reality, and our minds fill in the blanks
It turns out that your toughest job as a 3D artist is exactly that: decide which portions of
reality you will omit or imply, and which portions you will recreate The rest is mechanics
Character animation is a combination of technical skill, imagination, acting ability and
puppetry Yes Puppets There is a reason that a certain high-profile animation studio's house character package is called "Marionette" A well set up system of controls for character animation will react more like a complex puppet than anything else
in-In Blender, the structure that controls character animation is called an Armature Armatures can resemble skeletons:
Trang 3Figure 1.19: An armature skeleton appropriate for character animation
Or something a bit more esoteric:
Trang 4Figure 1.20: The "Ludwig" rig by Jason Pierce
The odd shapes floating over the head are the face controls, which act exactly like the controls
on the large-scale multi-operator puppets used for motion picture and television special
effects
But those skeletons and additional controls still function under the same principle as level keyframe animation Place the Arm bones where and when you want them and set a Key Move the eyebrow controllers to make a goofy face at the right frame and set a Key Play the whole thing back and each bone and controller will hit their spots at the times you told them to, making a (hopefully) brilliant character animation
object-The clever armature and controls move the (equally brilliant) model you've already built of a person, causing it to not only move from place to place, but to change shape as it does so This change in shape is called Deformation
Trang 5Figure 1.21.1: A rig in rest position with a character mesh around it
Trang 6Figure 1.21.2: When the rig is posed, the mesh follows
None of this is limited to human beings, though You could make an armature that was just a chain of four bones, attach it to a model of a soda can, and keyframe the armature so that the soda can wriggles around on the ground like worm Or hops about like a kid jazzing on four bars of high-test chocolate
Trang 7The third method of animation is called Simulation or Procedural Animation Those are just different ways to say "the computer figures it out for you." All natural processes, like a block wall collapsing on itself or the motion of poured water splashing into a glass, are governed by the laws of physics and can, with a greater or lesser degree of success, be simulated by a computer program Often, as in the case of water splashing into a glass, a computer can do a much better job of animation than a human being can, because it can actually simulate the physics of the situation The same applies to a falling wall of blocks or a flag flapping in the wind
Since these are physical simulations, you have to tell your CG application the basics about what you're simulating, which usually include values for gravity, elasticity, mass, wind, etc
Figure 1.22.1: Rigid Body Physics: A block wall in mid-tumble
Trang 8Figure 1.22.2: Fluid Simulation: Water pouring into a glass
Trang 9Figure 1.22.3: Soft Body Physics: A flag in the wind
In addition to built-in simulations like these, (Blender has rigid body physics - think bowling balls falling down stairs; soft bodies - think an overweight stomach jiggling when slapped; and fluid simulation built right in) many 3D applications, including Blender, allow you to write little programs (usually called Scripts) that can control and generate animation These can be as simple as a script that makes objects follow the contours of the ground, or as
complex as full applications that can produce and animate large-scale battle scenes
Trang 10Figure 1.23.1: Objects littered around a terrain by a script
Figure 1.23.2: A large-scale combat simulation
Conclusion
Trang 11In this mental exercise, you've made models of buildings, lampposts and a street You've created and applied appropriate materials to everything Lights are strategically placed to give
a realistic feeling of being outside on a sunny day Cars, boulders and robots are zooming down the street Now they're smashing into the wall of the post office, whose bricks tumble realistically to the pavement below, coming to rest beside a little burbling fountain
We set the frame counter to 1 and place the camera
Now, all we have to do is press the Render button
It's that easy
Really
Well, okay It isn't
But now that you've had your introduction, let's start learning how to actually do this
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