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Blender 3D Animation Introduction To Com

This document discusses animation techniques in Blender 3D, including keyframing to animate object parameters over time, animation curves to control how values change between keyframes, and path animation to move objects along curves. It also covers parenting objects to armatures, weight painting to control bone influences, and posing bones to deform meshes for character animation. The document is presented by Christian Jacquemin and is intended as an introduction to computer animation using Blender.

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Calin Doleanu
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0% found this document useful (0 votes)
163 views15 pages

Blender 3D Animation Introduction To Com

This document discusses animation techniques in Blender 3D, including keyframing to animate object parameters over time, animation curves to control how values change between keyframes, and path animation to move objects along curves. It also covers parenting objects to armatures, weight painting to control bone influences, and posing bones to deform meshes for character animation. The document is presented by Christian Jacquemin and is intended as an introduction to computer animation using Blender.

Uploaded by

Calin Doleanu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Bachelor Maths/Physics/Computer Science

University Paris-Sud

Digital Imaging Course

Blender 3D Animation
Christian Jacquemin

Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud
Introduction to Computer Animation
● Animation Basics
– animation consists in changing the parameters of a 3D
scene over times:
– location and orientation parameters
– shape parameters
– visibility
– … and any specific parameters that can be animated
over time

Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud
Introduction to Computer Animation
● Human Visual System and Animation
– the human visual system requires approx. 1/25 second
to transform light into nerve signal → persistence of
vision
– it is possible to make the brain believe in animation by
sending discontinuous images
– it should be fast enough, so that the brain does not
perceive the discontinuity
– video, film, computer animation produce one image at
least every 1/25 s

Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud
Blender Animation Timeline
● Timeline window
– used to play/navigate/define the animation
– begin frame
– end frame
– current frame
– markers
– play/stop/replay...

Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud
Blender Animation Keyframing
● Basic notion:
Keyframe
– stores parameter
values of animated
objects
– interpolates between
two KF
– can be placed at any
frame of an animation
– the more dense, the
more accurate the
animation
– I: insert Keyframe
Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud
Blender Animation Curves
● Basic notion:
Animation curve
– the parameter values
interpolation
between keyframes is
displayed as curves
(values over time)
– here location (red)
and rotation (blue) of
the camera
– the current
interpolation is Bezier
curves

Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud
Blender Animation Interpolation
● View menu of
animation curves:
– all/selected
● Key menu of animation
curves
– interpolation mode:
● linear (uniform speed)
● Bezier (slow dieown at
keyframes if horizontal
tangent)
● constant (value changes
abruptly at keyframes) Example of linear interpolation (a car at
constant speed)
– smooth keys (for fluid
animation)
Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud
Blender Animation Overview

Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud
Blender Rendering: Properties
● Render Properties
– defines the format, size, length... of the
image, sequence of images or movie for
rendering
● Render Menu
image F12
– sequence Ctrl F12
– play rendered sequence Ctrl F11

Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud
Blender Animation: Path
● Add Curve/Path
– move control points to place path
in 3D
– in path Object data
● check Path animation checkbox
● define the number of frames that
animation should last
● Add Object
● add constraint: follow path
● select the curve that the object
should follow
● select follow curve if the object
should be oriented along the curve
tangent
Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud
Blender Animation: Path
● Path Keyframe Animation
– in path Object data
and for each selected frame in the
animation,
● right click on evaluation time value
● insert keyframe
– keyframes are associated with
positions along the curve
according to the ratio evaluation
time/number of frames
– note: if the path is oriented the
wrong way:
in path edit mode,
Curve/Segments/Switch direction
Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud
Blender Animation: Bones (simple)
● Add Armature
– place the bone inside the body at
the place where you would like it
to influence the mesh
– use Wireframe shading to better
view the bone inside the mesh
– other bones can be added
(independently) or extruded (for
joint connections)

Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud
Blender Animation: Parenting
● select First mesh
● select Second
armature
● Ctrl P or
Parent
/ Armature deform
/ With empty groups
– in case of a full skeleton
it can be quicker to use
automatic weights

Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud
Blender Animation: Weighting
● select the mesh and go
into Weight Paint
mode
● select the bone of
interest
● paint in red the
vertices of the mesh
influenced by the
bone and in blue the
non displaced vertices

Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud
Blender Animation: Posing
● select the bone of interest
● go into Posing Mode
● move the bone (translation
and rotation) to give the
mesh the desired shape
● insert keyframe for the
corresponding frame of the
animation

Christian Jacquemin, Master in Computer Science, OpenGL & GLSL, University Paris-Sud

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