Book description
Blender is a free and open source graphics program for computer modeling and animation incorporating Photorealstic Rendering, Realistic Materials, Character Rigging, Sculpting, UV Unwrapping, Compositing, Simulation, Camera and Object Tracking, Game Creation and Video Editing.
The program is comprehensive. The interface is extensive. The creative experience is fantastic.
The Complete Guide to Blender Graphics: Computer Modeling and Animation is a unified learning manual for beginners and a reference for advanced users. The manual introduces the basic components of the Blender program with reference to the interface using written instruction in conjunction with illustrations and examples.
In this fourth edition of The Complete Guide to Blender Graphics the author has included changes to the program which eventuate as Blender is developed and improved. New subject matter has been added with examples.
Key Features:
- Contents are structured in a building-block fashion, using content covered in early chapters to explain more complex content in later chapters.
- Describes the basic operations of the interface and the majority of its functions with visual references and practical examples
- Significantly expands discussion of advanced features providing the reader with a guide to the full potential of the program.
Table of contents
- Cover
- Halftitle
- Title
- Copyright
-
Table of Contents
- Introduction
- The Author
- Acknowledgements
- Download & Installation
- Recommended Viewing
-
CH01: The Blender Interface
- 1.0 Starting Blender
- 1.1 The Blender Screen
- 1.2 Interface Input
- 1.3 Interface Arrangement
- 1.4 Modifying the Interface
- 1.5 Blender Windows
- 1.6 The 3D Window
- 1.7 The Info (Information) Window
- 1.8 The Properties Window
- 1.9 The Outliner Window
- 1.10 Multiple Scenes
- 1.11 Expanding the Outliner Window
- 1.12 The User Preferences Window
- CH02: Navigate and Save
-
CH03: Working with Objects
- 3.0 Starting a New File
- 3.1 Modifying the Scene
- 3.2 Modifying Objects (Modeling)
- 3.3 Placing Objects in the Scene
- 3.4 Deleting Objects
- 3.5 Naming Objects
- 3.6 Edit Mode and Object Mode
- 3.7 Viewport Shading
- 3.8 Mesh Types
- 3.9 Duplicating Objects
- 3.10 Other Types of Objects
- 3.11 Object Placement
- 3.12 Manipulating Objects
- 3.13 The Transformation Widget
-
CH04: Editing Objects
- 4.0 The Mesh Object
- 4.1 Edit Mode Selecting
- 4.2 Selecting Vertices, Edges and Faces
- 4.3 Manipulating Selected Vertices, Edges and Faces
- 4.4 Creating Vertices
- 4.5 Specials Menu
- 4.6 Creating Vertex Groups
- 4.7 Center Points
- 4.8 Extruding Shapes
- 4.9 Proportional Vertex Editing
- 4.10 Creating a Landscape
- 4.11 Edge and Loop Selection
- 4.12 Inset Faces
- 4.13 Deleting and Adding Vertices, Edges, or Faces
- CH05: Editing Tools
-
CH06: Materials
- 6.0 Material Settings
- 6.1 Material Buttons
- 6.2 Material Colors
- 6.3 Adding a New Material
- 6.4 The Preview Tab
- 6.5 The Diffuse Tab
- 6.6 The Specular Tab
- 6.7 The Hardness Value
- 6.8 Ramp Shaders
- 6.9 Transparency and Reflection
- 6.10 Halo Settings
- 6.11 Vertex Painting
- 6.12 Materials and the GUI
- 6.13 The Outliner Window - Materials
- 6.14 Assigning Texture Color
- CH07: Textures
- CH08: World Settings
- CH09: Lighting and Cameras
- CH10: Rendering and Ray Tracing
-
CH11: Animation Basics
- 11.0 The Animation Scene
- 11.1 Keyframes Time and Interpolation
- 11.2 Animation Speed and Length
- 11.3 Inserting a Keyframe
- 11.4 Viewing Your Animation
- 11.5 The Graph Editor Window
- 11.6 Reading the Graph
- 11.7 Editing the F-Curve
- 11.8 Other Types of Curves
- 11.9 The Curve Properties Panel
- 11.10 Automatic Key Framing
- 11.11 Animating Rotation
- 11.12 Rotation Using F-Curves
- 11.13 Animating Other Features
- 11.14 Keying Sets
- 11.15 Vertex Animation
- 11.16 Animation Following Curves
- 11.17 Following Path: The Child/Parent Relationship Method
- 11.18 Follow the Path: The Follow Path Constraint Method
- 11.19 Displacement Sound Animations
- 11.20 Sound Effect and Cast Modifier
- CH12: 3D Text
- CH13: Nurbs and Meta Shapes
- CH14: Modifiers in General
-
CH15: Modifiers – Generate
- 15.0 The Generate Group
- 15.1 Array Modifier
- 15.2 Bevel Modifier
- 15.3 Boolean Modifier
- 15.3 Boolean Modifier
- 15.4 Build Modifier
- 15.5 Decimate Modifier
- 15.6 Edge Split Modifier
- 15.7 Mask Modifier
- 15.8 Mirror Modifier
- 15.9 Multiresolution Modifier
- 15.10 Remesh Modifier
- 15.11 Screw Modifier
- 15.12 Skin Modifier
- 15.13 Solidify Modifier
- 15.14 Subdivision Surface Modifier
- 15.15 Triangulation Modifier
- 15.16 Wireframe Modifier
-
CH16: Modifiers – Deform
- 16.0 Deform Modifiers
- 16.1 Armature Modifier
- 16.2 Cast Modifier
- 16.3 Corrective Smooth Modifier
- 16.4 Curve Modifier
- 16.5 Displace Modifier
- 16.6 Hook Modifier
- 16.7 Laplacian Smooth Modifier
- 16.8 Laplacian Deform Modifier
- 16.9 Lattice Modifier
- 16.10 Mesh Deform Modifier
- 16.11 Shrinkwrap Modifier
- 16.12 Simple Deform Modifier
- 16.13 Smooth Modifier
- 16.14 Warp Modifier
- 16.15 Wave Modifier
- CH17: Modifiers – Simulate
-
CH18: Particle Systems
- 18.0 The Default Particle System
- 18.1 The Emissions Tab
- 18.2 The Velocity Tab
- 18.3 More Effects
- 18.4 Particles Display as Other Objects
- 18.5 Particle Modifiers
- 18.6 Particle Buttons Tabs - Detail
- 18.7 Understanding Particle Systems
- 18.8 Material Influence on Particles
- 18.9 Creating Stars
- 18.10 Creating a Mist Effect
- 18.11 Particle Interaction
- 18.12 Wind Force
- 18.13 Sample Particle Settings
- 18.14 Snow Effect
- 18.15 Fire Simulation
- 18.16 Simple Fireworks
- 18.17 Keyed Particle Systems
- 18.18 Boids Particle Systems
- 18.19 Hair Particles
- 18.20 The Assignment Tab
- 18.21 Practical Exercises
- 18.22 Particle Modifiers
- 18.23 Fluid Particles
-
CH19: Constraints
- 19.0 Introduction to Constraints
- 19.1 Constraint Stacks
- 19.2 Transform Constraints
- 19.3 The Transformation Constraint
- 19.4 Tracking Constraints
- 19.5 Relationship Constraints
- 19.6 The Action Constraint
- 19.7 The Shrinkwrap Constraint
- 19.8 The Rigid Body Joint Constraint
- 19.9 The Follow Path Constraint
-
CH20: Armatures
- 20.0 Child/Parent Relationship
- 20.1 Single Bone Armature
- 20.2 Adding Armatures
- 20.3 Armature Display Types
- 20.4 Multi-Bone Armatures
- 20.5 Multi-bone by Subdivision
- 20.6 Multi-bone by Extrusion
- 20.7 Naming Bones
- 20.8 Deforming a Mesh
- 20.9 Vertex Groups vs Field of Influence
- 20.10 Inverse Kinematics Constraint
- 20.11 Spline IK Constraint
- 20.12 Forward
-
CH21: Character Rigging
- 21.0 Human Character Model
- 21.1 Centering the Cursor
- 21.2 Creating the Armature (Root Bone)
- 21.3 Bone Naming
- 21.4 Adding More Bones
- 21.5 Creating Arm Bones
- 21.6 Mirror Bones
- 21.7 Creating Leg Bones
- 21.8 Assigning the Mesh
- 21.9 Vertex Groups
- 21.10 Correct Parenting Issues
- 21.11 Parenting Legs
- 21.12 Inverse Kinematics (IK)
- 21.13 Elbow Target Bones Figure 21.25
- 21.14 IK Chains for the Legs
- 21.15 Pinning the Feet
- 21.16 Controlling Hips and Torso
- 21.17 Pinning the Hands
- 21.18 Keeping on Track
- 21.19 Setting a Constraint Slider
- 21.20 Correcting Hand Movement
- 21.21 Head Rotation Tweak
- 21.22 Translating the Rig
- 21.23 Pre-Assembled Armatures
- 21.24 Pre-Rigged Characters
- 21.25 Corrective Smooth Modifier
- 21.26 Summary to This Point
- 21.27 Rigging with Rigify
- CH22: Shape Keys & Action Editors
- CH23: Fluid Simulation
-
CH24: Smoke Simulation
- 24.0 Quick Smoke
- 24.1 Smoke from Scratch
- 24.2 The Domain
- 24.3 The Emitter
- 24.4 Rendering Smoke
- 24.5 Domain Render Settings
- 24.6 Lighting Effect
- 24.7 Smoke with Color
- 24.8 Fire
- 24.9 Smoke Plus Fire
- 24.10 Smoke Animation Preview
- 24.11 Smoke Recap
- 24.12 Smoke from Particles
- 24.13 Final Exercise
- 24.14 Summary
- CH25: Nodes
- CH26: Cycles Render
- CH27: Game Engine
- CH28: Video Sequence Editor
- CH29: Drivers
- CH30: Installing Add-Ons
- Internet Resources
- Appendix-A
- Index
Product information
- Title: The Complete Guide to Blender Graphics, 4th Edition
- Author(s):
- Release date: September 2017
- Publisher(s): A K Peters/CRC Press
- ISBN: 9781351622820
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