Realizing 3D Animation in Blender: Master the fundamentals of 3D animation in Blender, from keyframing to character movement
By Sam Brubaker
()
Sam Brubaker
Sam Brubaker first downloaded Blender in 2004 and has been a 3D artist for the majority of his life. After earning his degree in Art & Design, he worked as an instructional designer, successfully teaching 3D animation in Blender to children as young as seven. Today, he is a professional animator, Blender tutor, and dogmatic advocate of free and open-source software. He is also fond of drawing, carpentry, and analog synthesizers.
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Realizing 3D Animation in Blender - Sam Brubaker
Realizing 3D Animation in Blender
Copyright © 2024 Packt Publishing
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This book is dedicated to my wife, Elina, my parents, Mike and Charlotte, and the many members of the Blender community who have taught me, inspired me, and involved me in their wonderful artistic endeavors over the years.
– Sam Brubaker
Contributors
About the author
Sam Brubaker is an artist, 3D animator, and Blender expert. After stumbling upon Blender by chance in 2004, Sam was determined to be an animator, and in 2006 his short film won the Blender Foundation’s Suzanne Award for best animation. In 2012, Sam graduated from North Carolina State University with a bachelor’s in art and design and immediately started a career as a freelance animator, followed by a stint as a Blender instructor. He has since been a freelancer and educator living on both coasts of the United States. He now resides in the Midwest with his wife, Dr. Elina Thomas.
About the reviewer
Daniele Daldoss is a creative designer who finds his focus in turning classic design into motion graphics and 3D animation. His work ranges from one-off artwork projects to full-scale branding development with the extra mile of including digital technologies in the process. His clients are a mix of small businesses as well as large-scale international corporations.
One year ago, he was hired as a Motion Graphics Team Leader by an international company.
He’s been doing 3D design since 2005, his first year at the Academy of Fine Arts. In 2014, he switched to Blender after a colleague suggested it as software more in line with his way of working. He immediately fell in love with it. Today, he works full-time With Blender and couldn’t be happier.
Jonathan Daniel has been using Blender for over 6 years at this point and is an avid aircraft and tank enthusiast, often modeling these military vehicles in Blender as a hobby.
Table of Contents
Preface
Part 1: Introduction to Blender and the Fundamentals of Animation
1
Basic Keyframes in the Timeline
Technical requirements
Navigating the Timeline
Moving through time
Setting the frame range
Adjusting the Timeline view
Animation playback
Creating simple movement with keyframes
Keying the initial location
The keyed property
Keying the second location
Principles of keying
Keying rotation
Editing keyframes in the Timeline
Basic keyframe editing
Duplicating keyframes
Holding a position
Editing the timing of your animation
Animating nearly any property in Blender
Other keying methods
Keying the material color
Summary
Questions
2
The Graph Editor
Technical requirements
Getting the ball rolling
Navigating the Graph Editor
Bringing up the Graph Editor
The X and Y axes in the Graph Editor
Animation channels
Adjusting the Graph Editor view
Interpolation and easing
Setting the interpolation mode
Setting the easing type
Making the ball bounce
Linear interpolation for objects in mid-air
Adding bouncing keyframes in the Graph Editor
F-curve extrapolation
Linear extrapolation
Cyclic extrapolation
Summary
Questions
3
Bezier Keyframes
Technical requirements
One tired animator
The connected parts of our unicycle
keying the course checkpoints
A novel method for inserting keyframes in the Graph Editor
Bezier handle types
Exposing keyframe handles
Overview of Bezier handle types
Automatic and Auto Clamped Bezier handles
Vector and Aligned handles
Combining Vector and Aligned handles
Editing Bezier handles
Smooth movement with Aligned handles
Bounces with Free handles
Heading, weight, and balance
Motion paths as a visual guide
Tilting while turning
Leaning into it
Copying keyframes to another channel
Copying keyframes
Keying a single property
Pasting keyframes
Scaling keyframe values
Summary
Questions
4
Looking into Object Relationships
Technical requirements
Understanding object origins
The truth about objects and origins
Centering the origin
Grabbing the origin
Parenting objects
The parent/child relationship
Understanding constraints
Adding a constraint
World space versus local space
Copying constraints
Following a path
Editing the animation path
Adding a Follow Path constraint
Animating the path
Drivers
Adding a driver
Editing a driver
Driver F-curves
The final chart of object relationships
Summary
Questions
5
Rendering an Animation
Technical requirements
Setting up the camera
Adding a camera to the scene
Camera view-finding
The animated camera
Rendering basics
What is rendering, really?
Controls for rendering
Setting up our scene for rendering
Predicting and managing render performance
Rendering an image sequence
Why output an image sequence and not a video?
Output settings
Pre-render checklist
Rendering the animation
Viewing the rendered frames
Converting an image sequence to a video
The Video Sequence Editor
Output settings for video export
Outputting a video
Summary
Questions
Part 2: Character Animation
6
Linking and Posing a Character
Technical requirements
Linking a character in a new scene
Linked libraries
Making a library override
Understanding Rain’s armature
The art of rigging Rain
The CloudRig interface
Posing an armature
Pose mode
IK bones
FK bones
Fingers, faces, and other accessories
Creating a library of poses
The Asset Browser
Creating a pose asset
Practicing poses
Summary
Questions
7
Basic Character Animation
Technical requirements
Preparing Rain in a new scene
A brief recap on linking Rain into a new project
Using a pose asset
Setting bone relationships for an animation
Hiding bones
Keying pose bones
Blocking or roughing the animation
Reviewing our key poses
The Dope Sheet
Introduction to the Dope Sheet
Organizing the Dope Sheet
Going further into animating this character
Two more in-between poses
In-between operators for posing
Waving
Polishing the animation
Using the Graph Editor on bones
Animating Rain’s accessories
Summary
Questions
8
The Walk Cycle
Technical requirements
Preparing the walk cycle scene
The timeline of a walk cycle
Timeline markers
Getting Rain ready to walk
Moving forward on the Y axis
Establishing the stride length
Looping the animation
Putting Rain on a treadmill
Using a preview playback range
Adding more periodic motion
Torso movement
Swaying from side to side
The Action Editor
More torso animation with sine waves
Advanced footwork
Rolling the foot
Picking up the feet
Correcting the motion of the legs
Copying animation from the left foot to the right foot
Finishing the walk cycle
FK toes
FK arms
Final touches?
Summary
Questions
9
Sound and Lip-Syncing
Technical requirements
Using sound in Blender
Importing audio files into the Video Sequencer
Using sound strips
Timeline settings for working with sound
Acting without speaking
Key facial expressions
Automatic keyframing and keying sets
The science of lip-syncing
Phonetics for animators
Animating the mouth
Summary
Questions
10
Prop Interaction with Dynamic Constraints
Technical requirements
Touching the object
Setting up the shot
Reaching for an object
Setting up an object-to-bone relationship
Dummy bones – a smarter way to rig
The Copy Transforms constraint
Constraints with animated influence
Keying the influence of a constraint
Releasing the ball
Animating a throwing/tossing motion
Animating the ball being thrown
Summary
Questions
Part 3: Advanced Tools and Techniques
11
F-Curve Modifiers
Technical requirements
Where to find F-curve modifiers
Adding our first F-curve modifier
Getting fancy with F-curve modifiers
The Stepped Interpolation modifier
The Built-In Function modifier
Setting the clock with math
Using the Noise modifier
Adding the Noise modifier
Copying modifiers
More fun with Noise modifiers
Using a Noise modifier to simulate an explosion
Restricting the frame range of a modifier
Summary
Questions
12
Rigid Body Physics
Technical requirements
Creating a rigid body world
Our first rigid body simulation
Active and passive rigid bodies
Rigid body collision
The smashing-junk-together algorithm
Collision shapes
Selecting rigid body collision shapes
Destroying a wall
Building a wall
Destroying the wall
Baking the simulation
Summary
Questions
13
Animating with Multiple Cameras
Technical requirements
Ready camera two
Setting up multiple cameras
The active camera
Switching cameras in the Timeline
Camera overrides
Viewing with a local camera
Using multiple cameras in the Video Sequencer
Summary
Questions
14
Nonlinear Animation
Technical requirements
Reusing actions
Appending the walk cycle
Assigning an action in the Action Editor
A hard lesson in forgotten settings
The action strip
Introduction to the Nonlinear Animation editor
Actions in the NLA
Layering actions
Appending the second action
Animated Strip Time
The Strip Time property
Summary
Questions
Index
Other Books You May Enjoy
Preface
When someone takes an interest in learning 3D animation, the first question they usually ask is, What program should I use?
The answer, according to the smartest and most experienced animators, is that it’s a waste of time to argue about this. An app is merely a tool, not what makes you an animator. What matters are an animator’s ideas, patience, and willingness to learn. Every minute spent mulling over which app is best
is a distraction from actually animating, so just pick one and get started!
I like that answer, don’t you? Anyway, the correct answer is Blender.
It’s not Blender’s excellent features and competitive price ($0) that make it the best. This quirky free program has changed dramatically since the version I downloaded as a teenager in 2004. Its suitability as an industry tool for animators is no longer disputed like it once was. But the thing that makes it the best 3D program hasn’t changed a bit – Blender is licensed under the GNU General Public License as free software. Not just free as in $0, but really free. The program – along with its source code – is free to download, modify, and share by anyone, and is legally stipulated to remain so in perpetuity. It cannot be acquired by another company. It will never charge you a subscription fee. If you expect to spend hours and hours of your time and creativity in a single program, that feature
should matter to you most of all.
Another thing that hasn’t changed about Blender is how much fun it is to teach. Blender has always been full of features that users find accidentally. The community shares these secrets
with one another like scholars sharing esoteric knowledge. With this book, I hope to share a little of that magic with you.
Who this book is for
If you’re new to 3D animation and would like to get started with the best 3D animation program out there, this book is for you. With my experience training 3D animators of all ages and skill levels, I’ll transform you from a novice tinkerer into a real animator from as early as Chapter 1
. Only the most basic starting familiarity with Blender is required.
Perhaps you’re already a competent Blender user who has yet to really break into animation, an experienced animator who’s looking to switch to an open source pipeline, or someone who just finished Part 1 of this book. If that sounds like you, you’ll find helpful exercises, tips, and commentary in the character animation chapters and chapters on advanced topics.
What you need to get started
This book does not come with a computer! To follow the exercises and make your own 3D animations, you’ll need Blender, a suitable computer on which to run it, and an internet connection.
Let’s look at this in a bit more detail.
Your animation workstation
The minimum and recommended system requirements to run Blender can be found on the official Blender website:
https://www.blender.org/download/requirements/
Nearly all new laptops and desktop computers will meet these criteria. Even if your machine is no longer the latest model, there’s a good chance it can run Blender perfectly fine as well.
Hardware
If you’re shopping for a new computer or an upgrade specifically geared toward 3D animation, I recommend putting your money toward a dedicated NVIDIA or AMD graphics card. A high-performance GPU is the most crucial computer part to help ensure your animations play back smoothly in Blender.
You will also need a mouse and keyboard. Blender makes use of practically every key on your keyboard as a hotkey, so a full-size keyboard with all the functions and number pad keys will be the most helpful. As for the mouse, that’s non-negotiable. You need a mouse with a left button, a right button, and a clickable scroll wheel in the middle. A touchpad will not do!
Operating system
Blender runs on Windows, macOS, and Linux. If you have a choice and you’re curious about Linux, that happens to be the best operating system for Blender. Now would be an excellent time to try it out!
Put simply, Blender has all the technical requirements of a 3D video game. If you’ve got a computer that can play the latest games, an internet connection that can download them, and a mouse that’s fast enough to beat them, you’ve probably got all the hardware you need to make 3D animations.
Prerequisite knowledge
Though this book is written with the novice reader in mind, we’re going to skip the most elementary essentials and get straight to animating in Chapter 1
. That means you’ll need some starting familiarity with Blender and computers.
Computer literacy
You must know what a file is, because we will be saving files to folders. Later, we will need to click on those folders and find the files we saved there earlier.
Basic controls in Blender
You can be a Blender novice, just not a Blender never-seen-it-before. Do you know how to navigate 3D space in Blender and look at the default cube from all sides? How about selecting that cube and moving it to a different location on a particular axis? Can you delete the cube and replace it with a sphere? If these tasks don’t sound too hard, you already have what it takes to tackle this book.
Finally, you must be able to download and install Blender on your own.
Blender
Blender is free to download and easy to install. The latest version can be downloaded from the official site blender.org
, but every previous version is available as well.
For this book, I recommend downloading and installing version 4.0.2 here:
https://download.blender.org/release/Blender4.0/
Download the package that matches your operating system and install it. Using this version will ensure that what you see on your screen will be consistent with the instructions and screenshots of Blender in this book.
Blender is well maintained by developers at the Blender Foundation and in the worldwide community. Though updates to the software are frequent, the foundation keeps every previous version available online. Blender’s backward/forward compatibility is quite good, so later versions of Blender, such as 4.1, 4.2, and so on, may also work with the exercises in this book. This will gradually change as time goes on.
What this book covers
Chapter 1
, Basic Keyframes in the Timeline, to ease ourselves into the subject of keyframes, will cover how to create a rudimentary animation in Blender using the default cube and Blender’s most basic animation editor, the Timeline.
Chapter 2
, The Graph Editor, discusses Blender’s graph editor, which is indispensable for creating more complex motion. To realize the usefulness and importance of this tool, we will use it to animate a bouncing ball.
Chapter 3
, Bezier Keyframes, discusses Bezier keyframes. These versatile keyframes offer direct control over the shape of the F-Curve, allowing the animator to directly draw
the animation. This will be useful for our third exercise: animating a unicycle!
Chapter 4
, Looking into Object Relationships, by examining the ways objects can be parented, constrained, and driven by other objects, teaches us how objects can be made to move in precise ways without being directly animated.
Chapter 5
, Rendering an Animation, discusses rendering. Your animation can’t just live inside a .blend file forever. You’ll want to render it as a sequence of still frames and export those frames to a video file that can be shared with others.
Chapter 6
, Linking and Posing a Character, looks at linking and posing a character. An aspiring animator should become familiar with character animation using a professional-quality rig. In this chapter, you’ll be introduced to Rain, an excellent rig provided for free by the Blender Foundation.
Chapter 7
, Basic Character Animation, discusses character animation, which requires managing hundreds or sometimes thousands of keyframes for a single scene. Two new areas in Blender are needed to do so effectively: the Dope Sheet and the Action Editor.
Chapter 8
, The Walk Cycle, explores making a character walk, which is essential but tricky! We’ll have to use the tools and techniques from previous chapters with even greater care and precision. Along the way, we’ll learn some additional techniques for ensuring symmetrical animation and smooth footwork.
Chapter 9
, Sound and Lip-Syncing, will guide you through the process of importing a voiceover audio file and animating Rain’s mouth to match the spoken words.
Chapter 10
, Prop Interaction with Dynamic Constraints, covers proper interaction. Picking up an object and throwing it is one of many acts that are simple to do in real life but not so simple to animate. We’ll need to add our own constraints, apply their effect at precise times, and even animate their influence.
Chapter 11
, F-Curve Modifiers, returns to the Graph Editor. There’s still more to the Graph Editor than meets the eye! F-Curve modifiers allow an animator to generate endless motion without endless keying! Animating a clock will be our exercise for applying this useful feature.
Chapter 12
, Rigid Body Physics, explores the physics of rigid bodies. Why animate lots of objects by hand when the computer can do the work? In this chapter, we’ll animate a wrecking ball destroying a wall – a perfect opportunity to use Blender’s rigid-body simulation features.
Chapter 13
, Animating with Multiple Cameras, covers various methods for using multiple camera objects in one animation. Most films and television shows are shot with more than one camera. There’s no reason 3D animation can’t be the same way.
Chapter 14
, Nonlinear Animation, explores what is possibly Blender’s most mysterious and esoteric feature, the Nonlinear Animation Editor, which allows you to animate your animation.
Getting the most out of this book
Each chapter in this book consists of an animation exercise with guided instructions. I recommend you read it while seated at your computer and follow along in Blender! That’s the idea, anyway – maybe you’ll decide to read the chapters out of order or disobey the instructions at your own peril. It’s a book, not a schoolmaster.
The Technical requirements section in each chapter will tell you what additional things you need to follow along. Some chapters require that you download a specific file prepared specifically for this book by yours truly. Other chapters may require using an asset you created earlier, so always remember to save your work at the end of the exercise!
Finally, there is a Questions section at the end of every chapter that will challenge you on what you’ve learned. These are not ordinary quizzes! Some questions are straightforward and have answers given in the preceding pages. Other questions are intended to make you think critically or do your own exploration in Blender. A few are jokes or trick questions, but the hardest questions of all are the ones that only sound like tricks... if you can answer any of those, you get an A+.
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Part 1: Introduction to Blender and the Fundamentals of Animation
Math is all about numbers, modeling is all about vertices, gravel is all about very small rocks, and animation is all about keyframes. These are all boring but essential facts, which is why we begin this book with three whole chapters that – though they have different names to hold your attention – are solely about keyframes. First, we’ll learn how to create them and move them left and right. Then, in the second chapter, we’ll move them up and down, and, in the third chapter, we’ll learn what makes them move by themselves when no one is looking.
By the time we get to the fourth chapter, we will have grown so sick of keyframes we’ll want to learn how to animate using as few of them as possible. Finally, the fifth chapter is about frames, of which keyframes are not a type. What is a keyframe, you ask? Let’s not get ahead of ourselves.
If you’ve never animated anything in Blender before, this is the place to start.
This part contains the following chapters:
Chapter 1
, Basic Keyframes in the Timeline
Chapter 2
, The Graph Editor
Chapter 3
, Bezier Keyframes
Chapter 4
, Looking into Object Relationships
Chapter 5
, Rendering an Animation
1
Basic Keyframes in the Timeline
For our first animation in Blender, we will animate the default cube. It has to be good for something! This may seem painfully boring, but we must keep things simple at first, and even simple objects can tell a story. Ours will be a 5-second epic about a young cube that ventures eastward into the unknown, then turns around, returns home, and rests in the end, wizened by many frames of traveling.
This exercise will serve as an introduction to Blender’s Timeline, as well as keyframes, the building blocks of any animation. We’ll use keyframes to determine the location, rotation, and color of the cube at various points in time.
Whereas this chapter is intended for readers with zero knowledge of Blender’s animation system, you will need to have a little experience in Blender’s basic functionality. This includes navigating the 3D Viewport, editing numeric values, and selecting and moving objects in 3D space.
In this chapter, we’re going to cover the following main topics:
Navigating the Timeline
Creating simple movement with keyframes
Editing keyframes in the Timeline
Animating nearly any property in Blender
Technical requirements
To follow along, all you will need is Blender 4.0 running on a computer that meets the minimum system requirements. Later versions of Blender will probably be suitable for this book as well, with only minor changes, though this can’t be guaranteed.
Figure 1.1: The default scene in Blender 4.0, shown here in the “Print Friendly” themeFigure 1.1: The default scene in Blender 4.0, shown here in the Print Friendly
theme
If you have already made significant changes to your user preferences or startup file, go to File | Defaults | Load Factory Settings to restore the same environment as the one shown in Figure 1.1.
Tip
For the time being, there’s no need to click on the Animation tab at the top of the screen or to switch to any other workspace. Everything in this chapter can be done in the default Layout workspace. Remember that workspaces are just preset window configurations for your convenience. They are not essential to each task for which they are labeled. Since Blender’s interface is so flexible, I usually ignore them or make my own.
Navigating the Timeline
Open a new file in Blender and take a look at the numbered area at the bottom of the screen just below the 3D Viewport. This area is called the Timeline, the most basic editor for animation work:
Figure 1.2: The TimelineFigure 1.2: The Timeline
The Timeline displays your keyframes and contains controls for playback and basic keyframe editing. Much of the work of animating will involve this window and/or one of Blender’s several other animation editors.
Moving through time
The first thing you probably learned in Blender was how to navigate the 3D Viewport, moving your viewing angle around in 3D space using the middle mouse button and various keyboard shortcuts. For the same reason that you needed to learn this before actually modeling anything, you must learn how to navigate in time before animating anything.
In the header (the part with menus) of the Timeline, you’ll see some menus, playback controls, and finally some integer properties:
Figure 1.3: From left to right – the Current Frame, Start Frame, and End Frame propertiesFigure 1.3: From left to right – the Current Frame, Start Frame, and End Frame properties
These are the Current Frame, Start Frame, and End Frame properties of your scene. The most crucial of these properties is the Current Frame.
Current Frame is a very special property that determines the frame, or point in time, in which the scene is displayed. Just as you must view a 3D model from many different angles, as an animator, you must move through time, viewing your animated scene at many different frames as you work.
Changing the Current Frame value moves backward and forward through time in your animation. There are a variety of ways to do this:
Directly editing the Current Frame value in the header of the Timeline
Clicking anywhere along the Timeline’s row of frame numbers
Tapping the left and right arrow keys on your keyboard
Holding Alt while scrolling with the mouse wheel
Tip
The vertical blue line in the Timeline which marks the current frame is called the playhead. Dragging the playhead left and right is a technique called scrubbing, which is indispensable for reviewing and inspecting your animation.
Give these methods a try. As you adjust the Current Frame value, the horizontal position of the playhead in the Timeline will move with it. Keep in mind that, because we have not yet animated anything, nothing else in Blender will move.
Setting the frame range
The default scene in Blender has a Start Frame value of 1 and an End Frame value of 250. This means that the animation will begin at frame 1 and end at frame 250, for a total duration of 250 frames. At the default frame rate of 24 frames per second (FPS), this will yield an animation just over 10 seconds long.
Tip
The Frame Rate setting of your animation can be found in the Dimension panel of the Output Properties in the Properties Editor. For the remainder of this book, however, we’ll stick with 24 frames per second, a nice divisible number and a rate commonly associated with a film-like or cinematic
look.
250 frames is an awful lot for our first animation, so let’s shorten the range we have to work with. Dial down the End Frame property from 250 to 120:
Figure 1.4: End Frame set to 120Figure 1.4: End Frame set to 120
This shortens the duration of the animation to 120 frames, exactly 5 seconds. Just enough time for our epic 3-part adventure!
Adjusting the Timeline view
Although we’ve set our animation to end at frame 120 and not at frame 250, the Timeline is still displaying a range of frame numbers from 0 to 250. We’re no longer interested in any frames past 120, so let’s adjust our view to use the horizontal span of this area more effectively:
Middle-click and drag rightward in the Timeline to move the frame range 0 to 120 into roughly the center of the area.
Use your scroll wheel or Ctrl and middle-click to zoom in so that the Timeline displays only the desired range of interest, 0to 120.
As you can see, the controls for changing the Timeline view are pretty much the same as any other area in Blender:
Figure 1.5: The Timeline, adjusted to show only frames 0 to 120Figure 1.5: The Timeline, adjusted to show only frames 0 to 120
Tip
If you lose your way in the Timeline (or almost any other editor, for that matter), press the Home key or go to View | Frame All. This has the same result as what we just did, restoring the editor’s view so that all visible content is nicely centered.
In later chapters, it will be necessary to scroll around, zooming in and out at different keyframes as our animations become more complex. For the rest of this chapter, however, we can leave the Timeline view where it is.
Animation playback
Controls for playback and for jumping to specific frames are in the center of the Timeline header:
Figure 1.6: Timeline playback buttonsFigure 1.6: Timeline playback buttons
Hitting the spacebar or clicking the Play button will play your (presently very boring) animation, rapidly incrementing the Current Frame value at the established frame rate. Hitting Ctrl + Shift + Spacebar or clicking the backward Play button plays your animation backward. Until stopped, the animation will play on repeat, looping back to the Start Frame after the End Frame has been reached.
You can stop the animation immediately at the current frame by hitting the spacebar again or by pressing the Pause button in the Timeline. Hitting Esc will stop the animation and also return to the original frame at which playback began. Remember to stop the animation before attempting to edit anything.
Tip
Playing and stopping animations is such a frequent action that I almost always use keyboard shortcuts instead of clicking on these buttons. The hotkeys for playback work in every editor, so you won’t always have to have the Timeline open.
We’ve gone long enough without animating anything – let’s now make the cube move!
Creating simple movement with keyframes
In the first act, our hero Cube will stride fearlessly from west to east. We’ll achieve this using keyframes, a technique inherited from the traditional hand-drawn animation process.
In hand-drawn animation, a lead animator draws the most important frames in a shot, or keyframes,
which determine the positions and expressions of characters and objects in the shot