(Ebook PDF) Blender for Animation and Film Based Production 1st Edition by Michelangelo Manrique -Ebook PDF Instant Download/Delivery:9781498759854, 1498759858
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ISBN 10:1498759858
ISBN 13:9781498759854
Author: Michelangelo Manrique
See Why Blender Is Right for Your Studio’s PipelineBlender for Animation and Film-Based Production explores why Blender is ideal for animation films. It demonstrates Blender’s capability to do the job in each production department. Whether you are a beginner or more advanced user, you’ll see why Blender should be taken into consideration in animati
Table of Contents:
- Chapter 1: Why Blender?
- Chapter 2: History of Blender
- 2.1 Blender’s Road Map
- Chapter 3: Blender User Interface
- 3.1 Start-Up Blender
- 3.2 Controls and Buttons
- 3.3 Editor System
- 3.3.1 Editor’s Header
- 3.3.2 Systematize Editors
- 3.3.3 Workspace Layout
- 3.3.3.1 Configuring our Workspace Layout
- 3.3.4 Scenes
- 3.3.4.1 Configuring Our Scene
- 3.4 Editor Types
- 3.4.1 3D View
- 3.4.2 Timeline
- 3.4.3 Graphic Editor
- 3.4.4 DopeSheet
- 3.4.5 NLA Editor
- 3.4.6 UV/Image Editor
- 3.4.7 Video Sequence Editor
- 3.4.8 Text Editor
- 3.4.9 Node Editor
- 3.4.10 Logic Editor
- 3.4.11 Properties Editor
- 3.4.12 Outliner
- 3.4.13 User Preferences
- 3.4.14 Info Window
- 3.4.15 File Browser
- 3.4.16 Console
- 3.5 Modes and Context
- 3.6 Internationalization
- Chapter 4: Blender in a Digital Studio Pipeline
- 4.1 Using Blender for Preproduction Tasks
- 4.1.1 Developing the Script with Blender
- 4.1.2 Using the Video Sequence Editor to Build the Storyboard
- 4.1.3 Creating Concept Art
- 4.2 Using Blender for Postproduction Tasks
- 4.3 Organize the Project in Disk
- 4.4 Blender and the Open Movies
- Chapter 5: Modeling Your Main Character
- 5.1 Modeling in Blender
- 5.2 Modifiers
- 5.3 Making Props
- 5.4 Building the Environment of the Scene
- 5.5 Topology Solutions
- Chapter 6: Applying Materials to Our Objects
- 6.1 Preview
- 6.2 Diffuse
- 6.3 Specular
- 6.4 Shading
- 6.5 Transparency
- 6.6 Mirror
- 6.7 Subsurface Scattering
- 6.8 Strand
- 6.9 Options
- 6.10 Shadow
- Chapter 7: Blender Internal Textures
- 7.1 Preview
- 7.2 Colors
- 7.3 Mapping
- 7.4 Influence
- Chapter 8: UV Unwrap and External Textures
- 8.1 Unwrapping a Mesh
- 8.2 UV Layouts
- 8.3 Editing UVS
- 8.4 Optimize the UV Map
- 8.5 Combine UV Maps
- 8.6 Refine Layout
- 8.7 Applying Images
- Chapter 9: Introduction to Rigging: Armatures and Bones
- 9.1 The Armature Object
- 9.2 Bones
- 9.2.1 Bones’ Segments
- 9.2.2 Bones’ Influence
- Chapter 10: The Animation Process
- 10.1 Timeline and Animatics
- 10.2 Markers
- 10.3 Keyframes
- 10.4 Types of Animation
- 10.4.1 The Twelve Principles Developed at Disney
- 10.5 Using Constraints in Animation
- 10.6 Shape Keys
- 10.7 Walkcycle
- Chapter 11: Introduction to Lighting
- 11.1 Lamps
- 11.2 Shadow
- 11.3 Environment Light
- 11.4 Ambient Occlusion
- 11.5 Resolving Issues with Lights
- Chapter 12: Compositing Nodes
- 12.1 Setting Up Nodes
- 12.2 Using Nodes
- 12.3 Node Types
- 12.3.1 Input Nodes
- 12.3.2 Output Nodes
- 12.3.3 Color Nodes
- 12.3.4 Vector Nodes (Figure 12.8)
- 12.3.5 Filter Nodes (Figure 12.9)
- 12.3.6 Convertor Nodes (Figure 12.10)
- 12.3.7 Matte Nodes (Figure 12.11)
- 12.3.8 Distortion Nodes (Figure 12.12)
- Chapter 13: Using Particles and Dynamics
- 13.1 Dynamics and Force Fields
- 13.1.1 Drag
- 13.1.2 Turbulence
- 13.1.3 Boid
- 13.1.4 Curve Guide
- 13.1.5 Texture
- 13.1.6 Lennard-Jones
- 13.1.7 Charge
- 13.1.8 Harmonic
- 13.1.9 Magnetic
- 13.1.10 Vortex
- 13.1.11 Wind
- 13.1.12 Force
- 13.2 Collisions
- 13.3 Particles
- 13.3.1 Emission
- 13.3.2 Velocity
- 13.3.3 Rotation
- 13.3.4 Physics
- 13.3.5 Render
- 13.3.6 Display
- 13.3.7 Children
- 13.3.8 Field Weights
- 13.3.9 Force Field Settings
- 13.3.10 Cache
- 13.4 Soft Body
- 13.4.1 Soft Body Solver
- 13.4.2 Soft Body
- 13.5 Cloth
- 13.6 Fluids
- 13.7 Smoke
- 13.7.1 Flow
- Chapter 14: Render
- 14.1 Blender Internal
- 14.1.1 Render
- 14.1.2 Dimensions
- 14.1.3 Antialiasing
- 14.1.4 Sampled Motion Blur
- 14.1.5 Shading
- 14.1.6 Performance
- 14.1.7 Post Processing
- 14.1.8 Freestyle
- 14.1.9 Stamp
- 14.1.10 Output
- 14.1.11 Bake
- 14.2 Cycles
- 14.3 External Render Engines
- 14.3.1 Freestyle
- 14.3.2 Yafray
- 14.4 Render Settings and Tips
- 14.4.1 Using Layers to Organize Our Render
- 14.4.2 When Something Goes Wrong
- Chapter 15: Final Movie Compositing
- 15.1 Using Blender in Postproduction
- 15.1.1 Effects
- 15.1.1.1 Add
- 15.1.1.2 Subtract
- 15.1.1.3 Alpha Over and Alpha Under
- 15.1.1.4 Cross
- 15.1.1.5 Gamma Cross
- 15.1.1.6 Multiply
- 15.1.1.7 Wipe
- 15.1.1.8 Glow
- 15.1.1.9 Transform
- 15.1.1.10 Color
- 15.1.1.11 Speed Control
- 15.1.1.12 Multicam Selector
- 15.1.1.13 Adjustment Layer
- 15.1.2 Audio
- Chapter 16: Python
- 16.1 Python API
- 16.1.1 Accessing Data
- 16.1.2 Accessing Attributes
- 16.1.3 Creating or Removing Data
- 16.1.4 Context
- 16.1.5 Operators
- 16.1.6 Example
- 16.1.7 Types
- 16.1.7.1 Native Types
- 16.1.7.2 Internal Types
- 16.1.7.3 Mathutils Types
- 16.1.8 Animation Using Python
- 16.2 Blender/Python API in Film Production
- Chapter 17: Film Promotion and Conclusion
- 17.1 Conclusion
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Blender,Animation,Film Based Production,Michelangelo Manrique