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Blender 3D Basics电子书

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28人正在读 | 0人评论 9.8

作       者:Gordon Fisher

出  版  社:Packt Publishing

出版时间:2012-06-22

字       数:189.8万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Written in a step by step tutorial style, learning comes as a result of creating the fully animated scene and the explanations that follow each stage. Blender 3D Basics is great for anyone who is new to Blender or new to 3D.
目录展开

Blender 3D Basics Beginner's Guide

Table of Contents

Blender 3D Basics Beginner's Guide

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers and more

Why subscribe?

Free access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Time for action — heading

What just happened?

Pop quiz— heading

Have a go hero — heading

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

1. Introducing Blender and Animation

Welcome to the world of Blender 3D

Discovering Blender and animation

Learning Blender will literally change how you think

Installing Blender

Using Blender

Time for action — rendering your first scene in Blender

What just happened?

Time for action — closing Blender

What just happened?

Top 10 reasons to enjoy using Blender 3D

Learning from your animation heros

Have a go hero — making a folder of your animation heroes

Going back to the year 1922 on an animation field trip

Time for action — searching on Felix Turns the Tide + 1922

What just happened?

Pop quiz— analyzing pioneer animators

Moving ahead a few years in time, to 1928

Time for action — searching on Plane Crazy +1928

What just happened?

Pop quiz— analyzing early animators

Arriving in 1938, the animation industry is at a peak

Time for action — searching on Goonland + 1938

Pop quiz— analyzing what animators had learned in 16 years

Have a go hero — studying the masters

Starting to use computers for animation in the 1960s

Beginnings of 3D animation in 1963

Time for action — searching on Ivan Sutherland + Sketchpad

What just happened?

Pop quiz— analyzing pioneer computer animators

Going to the late 1970s, a few companies are doing 3D animation

Time for action — searching on Triple I demo

What just happened?

Pop quiz— analyzing early computer animators

Time for action — watching Information International,Inc. (Triple I) 1982 demo reel

What just happened?

Introducing Pixar — 1984, and everything comes together

Time for action — searching for the video of The Adventures of André and Wally B

What just happened?

Pop quiz— analyzing mature computer animation

Have a go hero — educating yourself about animation

Back to the present time

Animation principles

Using 3D skills, what can you do with them?

Making 2D animation

TV and video

Films and pre-visualization

Stereoscopic 3D

Web animation

Games

Flight and driving simulators

Digital signage

Displaying scientific data

Legal evidence display

Architectural walkthroughs

Virtual reality

Virtual sets

Interactive instruction

Showing what can't otherwise be seen

Creating a portfolio to get a job

Product development and visualization

Summary

2. Getting Comfortable using the 3D View

Exploring the Blender 3D interface

Setting up Blender the way you want it

Using the three basic Blender controllers

Using the numeric keypad with Blender

Emulating the three-button mouse and Numpad

Understanding how to use Blender Windows

Time for action — playing with the Blender windows

What just happened?

Time for action — resizing windows

What just happened?

Time for action — flipping the window header

What just happened?

Time for action — maximizing and tiling the window

What just happened?

Time for action — splitting Blender windows

What just happened?

Time for action — joining Blender windows

What just happened?

Have a go hero — joining windows horizontally

Have a go hero — making windows with parallel edges

Pop quiz— learning about Blender windows

Have a go hero — making and removing windows, the secret way

Exploring the 3D View window, the heart of Blender

Time for action — discovering your tools

What just happened?

Looking at the 3D View window, what do you see?

Making pictures with computers

Making colors with a computer

Making millions of colors with just red, green, and blue

Measuring things in 3D

Pop quiz— learning basic computer graphics terms

Navigating in the 3D View

Time for action — rotating the scene in 3D View

What just happened?

Time for action — zooming the scene in 3D View

What just happened?

Time for action — panning the scene in 3D View

What just happened?

Have a go hero — navigating the scene in the 3D View

Have a go hero — navigating for those who have a mouse wheel

Using the Numpad to change the angle in the 3D View

Time for action — seeing the top view, front view, and right side view

What just happened?

Time for action — seeing the bottom view, rear view, and left side view

What just happened?

Time for action — seeing what the camera sees

What just happened?

Time for action — verifying the Camera View

What just happened?

Time for action — rotating the view with the Numpad

What just happened?

Time for action — rotating the view in another direction with the Numpad

What just happened?

Time for action — zooming with the Numpad

What just happened?

Time for action — making the camera see what you do

What just happened?

Pop quiz— knowing how to get different views

Understanding Perspective and Orthographic views

Time for action — toggling between Perspective and Orthographic views

What just happened?

Have a go hero — playing with Perspective and Orthographic views

Displaying the Quad View and Full Screen

Time for action — toggling the Quad view

What just happened?

Navigating in the 3D View

Summary

3. Controlling the Lamp, the Camera, and Animating Objects

Understanding lamps

Time for action — moving the lamp

What just happened?

Time for action — moving the lamp close to the cube

What just happened?

Time for action — moving the lamp far away

What just happened?

Time for action — seeing how the lighting looks without rendering

What just happened?

Adding color to the lamp using the Properties window

Time for action — adding color to the lamp

What just happened?

Using multiple lamps for better lighting

Time for action — adding a second lamp

What just happened?

Light color mixing

Have a go hero — experimenting with multiple lamps

Saving your work

Time for action — saving a file

What just happened?

Always have a backup file

Controlling the camera

Time for action — using the global axis and local axis

What just happened?

Time for action — moving an object in one plane in global mode

What just happened?

Time for action — moving an object in one plane in the local mode

What just happened?

Have a go hero — controlling location with numbers

Seeing through the lens

Time for action — setting up Blender so you can see what the camera sees

What just happened?

Using the camera as a canvas

Understanding the rules of composition

Applying the rule of thirds for well balanced scenes

Using positive and negative space to put the focus on the action

Using a limited palette for better results

Pop quiz— composing your scenes

Employing Blender's camera composition guides to make your work look better

Have a go hero — investigating the camera composition guides

Understanding the fundamental camera moves

Rotating and scaling the camera and other objects

Have a go hero — rotating and scaling objects

Making an animation

Time for action — loading a file

What just happened?

Time for action — making a simple animation with keyframes

What just happened?

Getting a video player so you can play your animation

Time for action — downloading the Blender video player

What just happened?

Time for action — installing a video player for Blender

What just happened?

Rendering your animation

Time for action — rendering the animation

What just happened?

Controlling motion in the Graph Editor

Time for action — exploring the Graph Editor

What just happened?

Introducing the F-Curve

Modifying motion with the Bézier curve controls

Time for action — working with a Bézier curve

What just happened?

Time for action — adding squash and stretch to the animation

What just happened?

Doing more with the Bézier curve handles

Time for action — refining the use of the Bézier curve handles

What just happened?

Have a go hero — experimenting with control handles to adjust motion

Selecting which channel to work on

Time for action — adding keyframes in the Graph Editor

What just happened?

Time for action — controlling the F-Curves with the Channel Selection Panel

What just happened?

Time for action — controlling channel display with the header

What just happened?

Copying, pasting, and deleting keyframes

Time for action — copying and pasting keyframes

What just happened?

Keyframes for properties

Time for action — keyframes for lights

What just happened?

Have a go hero — adding more keyframes

Summary

4. Modeling with Vertices, Edges, and Faces

Using Object Mode and Edit Mode

Time for action — going into Edit Mode

What just happened?

Investigating vertices, edges, and faces

Time for action — choosing the best display mode

What just happened?

Time for action — working with vertices, edges, or faces

What just happened?

Have a go hero — rotating and scaling edges and faces

Selecting multiple vertices, edges, and faces

Time for action — pressing A to select all

What just happened?

Time for action — pressing B for border selection

What just happened?

Time for action — pressing C for circle selection

What just happened?

Time for action — pressing Ctrl+LMB for lasso selection

What just happened?

Pop quiz— making selections

Creating Blender's basic objects

Time for action — making a basic object

What just happened?

Understanding what lies behind vertices, edges, and faces

Building vertices, edges, and faces from scratch

Time for action — making faces out of vertices and edges

What just happened?

Time for action — making a face from an edge

What just happened?

Summary

5. Building a Simple Boat

Turning a cube into a boat with box modeling

Using extrusion, the most powerful tool in box modeling

Time for action — extruding to make the inside of the hull

What just happened?

Using normals in 3D modeling

Time for action — displaying normals

What just happened?

Planning what you are going to make

Choosing which units to model in

Time for action — making reference objects

What just happened?

Sizing the boat to the reference blocks

Time for action — making the boat the proper length

What just happened?

Time for action — making the boat the proper width and height

What just happened?

Pop quiz— figuring out the best way to build the boat

Time for action — adding curves to the boat's lines by subdividing

What just happened?

Have a go hero — adding a curve to the profile of the hull

Have a go hero — adding a V-shape to the hull

Using clean building methods

Choosing between quadrilaterals and triangles

Have a go hero — making a non-planar polygon

Time for action — adding a seat to the boat

What just happened?

Time for action — making the other seat

What just happened?

Have a go hero — add a third seat

Making modeling easier with Blender's layers function

Time for action — introducing layers

What just happened?

Time for action — using layers for controlling rendering

What just happened?

Coloring the boat to add realism

Time for action — coloring the hull and the gunwale

What just happened?

Time for action — adding a texture to the seats

What just happened?

Time for action — naming objects and joining them

What just happened?

Using Basic Lighting

Summary

6. Making and Moving the Oars

Modeling an oar

Getting scale from an image

Making a cylinder into an oar

Time for action — making the shaft of the oar

What just happened?

Time for action — making the grip and guard

What just happened?

Time for action — making the base of the blade of the oar

What just happened?

Time for action — making the blade

What just happened?

Controlling how smooth the surface is

Time for action — controlling flat and smooth surfaces

What just happened?

Have a go hero — tidying up details

Making the oarlock

Time for action — making the oarlock

What just happened?

Assembling the boat, oars, and oarlocks

Time for action — loading all of the models together

What just happened?

Have a go hero — adding some blocks to put the oarlock in

Animating the boat

Time for action — timing a stroke

What just happened?

Have a go hero — figure out how long it takes you to row the boat

Pop quiz— calculating how long a frame lasts

Parenting and kinematics

Time for action — animating the oarlock and oar

What just happened?

Animation cycles

Time for action — copying keyframes to make a rowing cycle

What just happened?

Have a go hero — adding more cycles

Moving the boat

Time for action — moving the boat in sync with the oars

What just happened?

Have a go hero — rowing your boat

Tracking the boat with the camera

Time for action — tracking the boat

What just happened?

Have a go hero — tracking with a light

Making Stereoscopic 3D Animation

Summary

7. Planning your Work, Working your Plan

Using templates for modeling

Have a go hero — inspecting the templates

Time for action — adding a template

What just happened?

Time for action — scaling and aligning the template

What just happened?

Time for action — building the mast

What just happened?

Have a go hero — making the boom, the gaff, and the bowsprit

Modeling with Bezier Curves

Making an object with a single Bezier Curve

Time for action — making the rudder with a Bezier Curve

What just happened?

Using multiple Bezier Curves to make an object

Time for action — making the path and the cross-section for the tiller

What just happened?

Have a go hero — making the keel

Keeping everything organized

Pop quiz— organizing Blender files

Making an index of your files

Saving your Blender files

Pop quiz— saving Blender files

Planning your animation

Discovering the story you want to tell with your animation

Bringing your story to life with storyboards

Making a storyboard

Have a go hero — making your own storyboard

Using animatics to plan the timing of your animation

Using charts and guides to help you plan your animation

Staying in TV limits with Safe Title-Action zones and Lower Thirds

Time for action — adding a Safe Title/Safe Action guide to Blender

What just happened?

Transitioning from Standard Definition TV to High Definition TV

Laying out your motion with Timing

Planning what work must be done to make an animation

Guiding animation production with an audio track

Time for action — adding an audio track to Blender

What just happened?

Have a go hero — animating to a boogie woogie beat

Summary

8. Making the Sloop

Modeling with Subdivision Surfaces

Time for action — making a simple Subdivision Surface

What just happened?

Using Edge Tools to make modeling easier

Time for action — turning a Reference Block into a sloop

What just happened?

Time for action — making selection easy with edge loops and edge rings

What just happened?

Time for action — creating the shape of the sloop from the top

What just happened?

Time for action — giving the hull a hull shape

What just happened?

Pop quiz— remembering Edge Tool commands

Time for action — flattening the transom

What just happened?

Time for action — making the bow sharper

What just happened?

Time for action — finishing the hull

What just happened?

Getting the most for your rendering time with Levels of Detail

Time for action — making the boat simpler

What just happened?

Have a go hero — adjusting the rear of the cockpit

Modeling the hull as a mesh

Time for action — converting the surface to a mesh

What just happened?

Time for action — making the cockpit

What just happened?

Time for action — making the cabin

What just happened?

Using Boolean modifiers to cut holes in objects

Time for action — detailing the cabin using the Boolean modifier

What just happened?

Time for action — applying the Boolean modifier

What just happened?

Have a go hero — making doors and portal windows

Adding materials and textures to the sloop

Time for action — coloring and texturing the sloop hull

What just happened?

Have a go hero — creating vertex groups for the cabin

Time for action — using the same materials for two objects

What just happened?

Making the ship's wheel with the Spin tool and DupliVerts

Time for action — using the Spin tool to make the rim of the ship's wheel

What just happened?

Time for action — making the hub

What just happened?

Time for action — making the circle

What just happened

Time for action — making the spoke

What just happened?

Time for action — assembling the ship's wheel

What just happened?

Summary

9. Finishing your Sloop

Making sure you have the files you'll need in this chapter

Finishing the sloop

Time for action — setting up the boom and gaff so they swing

What just happened?

Time for action — adding the rudder, tiller, and keel

What just happened?

Time for action — adding the ship's wheel

What just happened?

Time for action — adding the boat name

What just happened?

Time for action — using a NURBS surface to make the mainsail

What just happened?

Have a go hero — making the jib

Detailing the sloop, adding a door and portals

Time for action — adding a line to control the mainsail

What just happened?

Have a go hero — adding the door and a portal

Time for action — adding the portals

What just happened?

Summary

10. Modeling Organic Forms, Sea, and Terrain

Getting ready to make the island

Creating the ocean

Time for action — making a surface for the water

What just happened?

Making an island

Using the ANT Landscape add-on

Time for action — using ANT Landscape to make the island

What just happened?

Have a go hero — playing with ANT Landscape

Detailing the island

Time for action — understanding the proportional editing control

What just happened?

Time for action — using proportional editing to create the port

What just happened?

Time for action — building the breakwater

What just happened?

Time for action — adding contours to the back side of the island

What just happened?

Painting the island

Time for action — painting the island

What just happened?

Have a go hero — painting your island

Making the island ready for habitation

Building the pier with just four objects

Time for action — creating the pier frame rails with Bezier Curves

What just happened?

Time for action — adding planks to the pier with DupliFrames

What just happened?

Time for action — using arrays to create the pilings for the pier

What just happened?

Appending the boathouse

Time for action — appending the boathouse and building pilings for it

What just happened?

Building modular houses

Have a go hero — assembling a house from a kit

Creating trees with the Sapling add-on

Time for action — adding trees to the landscape

What just happened?

Have a go hero — making your own trees

Making rocks

Have a go hero — making rocks with subdivision surfaces

Assembling your world

Have a go hero — putting your world together

Time for action — using groups to organize your scene

What just happened?

Pop quiz— optimizing rendering times

Summary

11. Improving your Lighting and Camera Work

Getting ready to do lighting and camera work

Using lighting

Pop quiz— remembering about lighting

Lighting with three lights

Time for action — introducing the three point lighting system

What just happened?

Time for action — lighting with only the key light

What just happened?

Time for action — lighting with only the fill light

What just happened?

Time for action — lighting with only the back light

What just happened?

Time for action — using color to separate what you see

What just happened?

Have a go hero — changing lighting intensity

Time for action — using cookies

What just happened?

Time for action — preparing to adjust falloff

What just happened?

Time for action — adjusting the falloff

What just happened?

Time for action — using the Custom Curve to tailor light

What just happened?

Have a go hero — using three point lighting

Using the camera to best effect

Changing the field of view

Time for action — zooming the camera versus dollying the camera

What just happened?

Using perspective

Using depth of field

Time for action — creating depth of field

What just happened?

Getting variety in your camera work

Comparing long and medium shots

Using close-up and two shots

Applying the rule of 180

Using motion blur

Have a go hero — using motion blur

Planning your animation and making sure it comes out right

Storyboarding your ideas

Have a go hero — making your storyboard

Laying out your animation

Have a go hero — laying out the rough animation

Proofing your work

Doing a preview

Using hardware rendering to see the motion

Have a go hero — doing a hardware render

Inspecting details by rendering only part of the frame

Have a go hero — rendering only part of the frame

Glimpsing what the animation will look like with the quick render

Time for action — reducing render times

What just happened?

Have a go hero — testing the effect of changing the number of tiles on Rendering speed

Have a go hero — proofing the animation

Making corrections

Time for action — using the Dope Sheet

What just happened?

Have a go hero — making corrections

Summary

12. Rendering and Compositing

Preparing for Chapter 12

Editing with the Video Sequence Editor

Time for action — dissolving with the Video Sequence Editor

What just happened?

Time for action — editing individual video strips

What just happened?

Time for action — using K and Shift+K to make your trims

What just happened?

Making stereographic 3D with the Node Editor

Time for action — creating the red image for the left eye

What just happened?

Time for action — making the right-eye view

What just happened?

Have a go hero — making a cross-eye stereo image

Rendering your animations

Making your computer ready to render

Making rendering more beautiful

Using Anti-Aliasing for more beautiful renderings

Time for action — displaying aliasing

What just happened?

Getting realism with subsurface scattering

Putting a sparkle on your animations with ray tracing

Time for action — seeing ray tracing

What just happened?

Choosing the proper number of tiles

Using alpha channels

Time for action — exploring the alpha channel

What just happened?

Time for action — using transparency in the Video Sequence Editor

What just happened?

Choosing the dimensions for your animation

Time for action — selecting render presets

What just happened?

Time for action — seeing what fields look like

What just happened?

Pop quiz— rendering with fields

Choosing what gets rendered

Selecting the best file format

Rendering with the Cycles renderer

Time for action — simulating the glow of a kiln

What just happened?

Have a go hero — adjusting render quality in Cycles

Summary

A. Pop quiz Answers

Chapter 2, Getting Comfortable using the 3D View

Pop quiz— learning about Blender windows

Pop quiz— learning basic computer graphics terms

Pop quiz— knowing how to get different views

Chapter 3, Controlling the Lamp, the Camera, and Animating Objects

Pop quiz— composing your scenes

Chapter 4, Modeling with Vertices, Edges, and Faces

Pop quiz— making selections

Chapter 5, Building a Simple Boat

Pop quiz— figuring out the best way to build the boat

Chapter 6, Making and Moving the Oars

Pop quiz— calculating how long a frame lasts

Chapter 7, Planning your Work, Working your Plan

Pop quiz— organizing Blender files

Pop quiz— saving Blender files

Chapter 8, Making the Sloop

Pop quiz— remembering Edge Tool commands

Chapter 10, Modeling Organic Forms, Sea, and Terrain

Pop quiz— optimizing rendering times

Chapter 11, Improving your Lighting and Camera Work

Pop quiz— remembering about lighting

Chapter 12, Rendering and Compositing

Pop quiz— rendering with fields

Index

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