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Blender animations
Blender animations














Drivers: These are automated means of control, values dependent on the state of your model elsewhere.Paths: You can coordinate your character's motion by attaching them or a part of them to an animation path, usually some sort of curve.

#BLENDER ANIMATIONS SERIES#

Inverse Kinematics: Once you have some bones in your model, you can use IK to make them behave more like a series of arm or leg segments as you move the wrist, hand, or foot.Parenting: This animation tool keeps your entire model together as you work with it-the limbs are parented to the body, and each hand and foot is parented to the extremity that it extends from.Constraint: These may add functionality to a rig or animation by containing the motion of an object to the path of a two-dimensional curve, to name one example.

blender animations

  • Interpolation: The way that a keyframed value "ramps off" between each checkpoint a keyframe might be constant, truly linear, quadratic, or determined through Bézier or linear interpolation.
  • Key Pose: Somewhere "major" that your character should land one key pose might be grabbing a glass of water, while the next might show them drawing it to their lips.
  • In the first keyframe, it's right here-and in the next, it's moved two feet to the right, with averaged, interpolated values between each position occupying the intermediary space.
  • Keyframe: Two unique places along the timeline where a given object or piece of geometry exists at two differing values.
  • Armature: These are the "bones" that let you manipulate your puppet or object, deforming it predictably without worrying about the mesh losing character or integrity.
  • Now that we know what basic animation in Blender looks like, here are a few key terms to familiarize yourself with moving forward:














    Blender animations