Blender
Blender
Blender
Learning Blender is a great introduction for anyone wanting to learn how to create
and edit in 3D using Blender, the free open-source application. Learning to work in
3D can be tough, and Villar uses characters to teach many different techniques, in-
cluding modeling, lighting, shading, rigging, and animation. The book is filled with
great tips and tricks, and can help anyone learn how to work in 3D.
Mike Kaltschnee, Danbury Hackerspace Inc.
Each title comes with sample code for the application or applications built in
the text. This code is fully annotated and can be reused in your own projects
with no strings attached. Many chapters end with a series of exercises to
encourage you to reexamine what you have just learned, and to tweak or
adjust the code as a way of learning.
Titles in this series take a simple approach: they get you going right away and
leave you with the ability to walk off and build your own application and apply
the language or technology to whatever you are working on.
Learning Blender
A Hands-On Guide to Creating
3D Animated Characters
Oliver Villar
Preface xxiii
Acknowledgments xxix
About the Author xxxi
Learning Blender Ancillaries xxxiii
index 299
This page intentionally left blank
Contents
Preface xxiii
Acknowledgments xxix
About the Author xxxi
Learning Blender Ancillaries xxxiii
An Animated Film 54
A Photograph 55
A Character-Creation Plan 55
Preproduction 55
Production 55
Postproduction 56
Summary 56
Exercises 56
5 Character Design 57
Character Description 57
Personality 58
Context 58
Style 59
Appearance 59
Designing the Character 60
Silhouettes 60
Base Design 61
Designing the Head 63
Adding Details 64
Refining the Design 65
Adding Color 66
Final Design 67
Character Reference Images 68
Other Design Methods 69
Summary 70
Exercises 70
7 Character Modeling 97
What Is Mesh Topology? 97
Modeling Methods 99
Box Modeling 99
Poly to Poly 99
Sculpt and Retopologize 100
Modifiers 100
The Best Method! 100
Setting Up the Reference Planes 101
Modeling the Eyes 103
Creating an Eyeball 103
Using Lattices to Deform the Eyeballs 104
Mirroring and Adjusting the Eyes 105
Modeling the Face 107
Studying the Faces Topology 107
Blocking the Faces Basic Shape 107
Defining the Faces Shapes 110
Defining the Eyes, Mouth, and Nose 112
Adding Ears 113
Building the Inside of the Mouth 115
Modeling the Torso and Arms 116
Modeling the Basic Shapes for the Torso and Arms 118
Defining the Arms and Torso 120
Detailing the Backpack and Jacket 121
Finishing the Belt and Adding a Neck to the Jacket 124
Modeling the Legs 125
Modeling the Boots 127
Modeling the Hands 129
Building the Basic Hand Shape 129
Adding the Fingers and Wrist 131
Modeling the Cap 133
Creating the Base of the Cap 133
Adding Details to the Cap 135
Modeling the Hair 136
Shaping Locks of Hair 137
Adding Natural Details to the Hair 138
xvi Contents
Index 299
This page intentionally left blank
Preface
Creating animated characters is a skill that requires a lot of practice and dedication.
It involves a wide variety of very different skills and thats what youre going to learn
as you progress through this books chapters. Lets quickly find out what this book is
about and what you can expect from it. Also, if you already have experience creating
3D characters with other software, youve came to the right place, as youll find some
instructions on how to switch between two different programs, which can be frustrat-
ing and occasionally even more difficult than learning how to create 3D characters.
Welcome!
Welcome to Learning Blender: A Hands-On Guide to Creating 3D Animated Characters. In
this book, youll learn how to use Blender to complete a complex project. The book
covers every part of the process so you will understand what is involved in the creation
of a 3D character and can decide which part of that process you most enjoy and might
want to explore further. In other words, this is not a specialized book that will make
you a modeling genius or an expert animator; instead, it will help you understand every
part of the animation process. The idea is that once you finish reading this book, you
will have the knowledge to take any project from preproduction to the final result.
If youre a freelancer (or want to be), this book is tailored for you because freelanc-
ers often get small jobs requiring a great variety of skills. Thus, having basic or me-
dium skills in diverse tasks can be more useful than being very good at just a single
specific skill.
If you want to work for a big company and prefer to be specialized, it is also helpful
to understand the complete animation process; for example, if youre a modeler but you
understand how rigging works, when you create your models youll be able to identify
any possible issues your rigger colleagues may encounter and that will help you make
their work easier. When you work on a team, youll only work on a portion of the
project, but if you have some understanding of what the rest of the teams job is, your
work will be more valuable to them, and everyone will be happier!
You may already be familiar with Blender and want to learn about 3D character
creation. In that case, you can probably skip the first three chapters and go straight to
the parts of the book that describe character creation. (Do this only if youre completely
sure you understand the basics of Blender.)
Finally, if you just want to get started in this amazing world of 3D animation and
jump into a fantastic journey, this book will provide you with detailed insights on how
xxiii
xxiv Preface
to handle 3D projects. If youve never used 3D software before, dont worry if it ini-
tially looks a bit overwhelmingthats normal; the software provides lots of options and
unique features that may be unfamiliar to you. While we often tend to be intimidated
by what we dont know, if you keep exploring and practicing, youll soon begin to enjoy
the learning process and your results will ref lect the effort youve invested. Good luck!
development and work f low. Complaining is a waste of time and energy you could oth-
erwise invest in something much more useful, like learning how to use the software.
Force yourself to adapt!
Decide what youre going to do and set a deadline for its completion: Begin with an
easy project and do the best you can to complete it. That way, whether you have a good
result or a bad result, at least you will have finished something. Having a deadline keeps
you from drifting around for days and going crazy with small details that make the pro-
cess too long. Usually, people start playing around with the software without a definite
purpose in mind. This will give you a random output rather than a specific result. It
wont motivate you and will give you the impression that you cant use this software.
Instead, if you propose a simple project, you have a goal to work toward and this will
allow you to find and master the tools you need to achieve that goal. Once you finish
your project, even if its not perfect, you will have learned to use some tools and will
have a completed project to show for your efforts. This will ultimately motivate you
to improve your skills next time with a more complex project that will require you to
explore and learn about additional Blender tools.
Keep in mind that the key here is to start learning little by little, taking small steps
to keep you motivated. If you start with a large, complex project that involves a lot
of different steps, you may encounter problems at some point that will frustrate you.
When you work on something small, even if you run into difficulties and the final
result isnt perfect, you dont have that much time invested in it, so a less-than-perfect
result wont be a big issue. Over time, as you complete a few of these little projects in
Blender, youll have acquired a knowledge base and will understand how the new soft-
ware works; at that point, you can judge if youre interested in learning more or if you
are more comfortable with other software youve used.
There are many types of animation software available and each one is different, so
depending on your work, your style, your taste, and your personality, you may prefer
one over the other. What is intuitive and comfortable for some people may not be for
others. However, if you give this new software a good test drive, maybe youll encoun-
ter some challenges, but youll also find features you didnt know about that are really
cool. In my case, I was very comfortable with 3ds Max, but after trying Blender ex-
tensively for a few days (Yes, only a few daysit was very intense, though!), I honestly
couldnt go back. Of course, I missed a few tools but, on the other hand, I found Blend-
ers advantages clearly worth it (in my case, anyway), so Ive been using it ever since.
I hope this motivates you and encourages you to actually try Blender and give it a
chance instead of just opening it and deciding you dont like it because you cant mas-
ter it in 5 minutes. (Ill bet you didnt master any other software in the first 5 minutes
either!) The keys to success with learning a new software are to develop a project with a
feasible goal, set a deadline, and try your best to make it happen! No excuses, no complaints!
Discipline and perseverance are critical elements to your success. While these tips are
just guidelines and describe the method I use every time I need to learn new software,
it may not be that useful for you or you may find a better approach. But if you dont
know where to start and feel discouraged, just try it!
xxvi Preface
Of course, you can skip to the parts of the book youre most interested in, but if
youre new to Blender, its recommended that you start from the beginning so you can
understand the software before you start with something as complex as the creation of
a 3D character. However, if youre already familiar with Blender, you can go ahead and
skip the first three chapters and start learning about character creation.
In each chapter, if some basic knowledge is required, I explain it before diving into
the real step-by-step process. Youll also find tips and useful shortcuts along the way to
help you work faster and more efficiently!
Chapter 1, What You Need to Know about Blender, describes this open-source 3D
animation software, the history of its development process, and how it is funded. You
dont really need to know this information in order to use Blender, but its quite inter-
esting and it will give you an overview of some of Blenders strong points and how the
software evolved.
Chapter 2, Blender Basics: The User Interface, takes you through the user in-
terface, basic navigation, selection tools, and Blenders innovative nonoverlapping
windows system.
In Chapter 3, Your First Scene in Blender, youll learn how to create a very basic
scene that lets you play with the main tools, simple modeling, materials, and lighting.
Youll also learn the differences between rendering with Blender Render and Cycles.
After this introduction, youll start the main project: creating a 3D character. Chap-
ter 4 explains everything youll need and discusses preproduction and how to get ready
Preface xxvii
for any project. Youll learn that preparation is essential! The reason why I chose to
create a character as a project for this book is because this process requires you to use
almost every feature of the software to complete the project: modeling, texturing, rig-
ging, animation, rendering, and compositing.
In Chapter 5, youll learn the character design process. Making some sketches before
you start working in 3D is very useful, so when you jump into Blender, youll have a
clear idea of what you want to create.
Chapters 6 and 7 cover Blender 3D modeling tools and the step-by-step process of
modeling a character.
In Chapters 8, 9, and 10, youll unwrap the character, create textures to add some
color to your 3D model, and then apply materials to control how the light affects the
models surfaces.
In Chapter 11, I describe rigging, the process of creating a skeleton that deforms the
character model and provides you with the controls to pose and move the character
intuitively.
Chapter 12 covers animation. Youll learn about the basic animation tools in Blender
and make your character walk.
In Chapters 13 and 14, youll see how to track the camera of a real video and com-
posite your character into a scene, so that you end up with something cool to show
your friends, rather than just a character inside Blender.
Chapter 15 concludes the book and describes some additional features of Blender,
such as dynamic simulations, particles, and smoke and fire, so that you get an idea of
some additional features that Blender provides.
Supplemental Material
Of course, I encourage you to develop your own creations from scratch and to use
your own video to track the camera, but if you prefer to follow the book step by step
(with the same materials that are used in the book), or if you may want to skip some
parts of the book, youll find all the material youll need to start from any point in
the book in the ancillary materials on the companion website: informit.com/title
/9780133886177.
n Blend files with different character-creation levels of progress
n Texture images for the character
n Real video for camera tracking
n Final results files
n Video tutorials for some parts of the book
n PDF of a Blender keyboard shortcut reference
While the author of a book usually takes most of the credit, a lot of people are needed
to make the book a reality. Thanks to Laura Lewin, Olivia Basegio, and Elizabeth
Ryan, who have patiently been with me during the whole process and have helped me
with everything I needed. Thanks to Michael Thurston and Deborah Thompson, who
did a great job of cleaning up my nonnative English and making sure that everything
I wrote was consistent and made sense. Thanks to Daniel Kreuter, Mike Pan, and Tim
Harrington, who did an amazing job reviewing the manuscript and providing very
valuable feedback that definitely made the final result a lot better. Thanks to everyone
else at Addison-Wesley who worked to make it possible for you to have this book in
your hands.
Of course, this wouldnt be possible without the work of the Blender Foundation,
Ton Roosendaal, all the Blender developers, and the amazing Blender community.
Thanks, everyone.
Special thanks to the Lukes Escape team, which Im honored to be a part of, as the
image featured in this books cover is the result of their work for the short film that
they allowed me to use here. Thank you!
xxix
This page intentionally left blank
About the Author
Oliver Villar, born in Galicia, Spain, in 1987, has been drawing since he was a kid.
His interest in art brought him into 3D, which hes been studying since 2004. He
used different commercial 3D software before discovering Blender in 2008. Since
then, he has used Blender professionally as a 3D designer and tutor. In 2010, he
funded blendtuts.com, a website devoted to offering quality Blender training videos
to the community. Currently, hes working as the co-director of Lukes Escape, a 3D
animated short film made with Blender.
xxxi
This page intentionally left blank
Learning Blender Ancillaries
Here is a list of the bonus resources available to you. You can download the files from
the companion website: informit.com/title/9780133886177. Click the Register Your
Product link to gain access to the content.
These videos show the result of the project you will create (making an animated
3D character and integrating it with a real video) in two different resolutions (HD
and Full HD).
Video tutorials (Blender Video tutorials help you get started with Blender and cover
in a more visual way some of the topics explained in the book. Total Running Time:
5+ Hours):
01_Blenders Interface.mp4
02_3D Navigation.mp4
03_User Preferences.mp4
04_Selections.mp4
05_Object Manipulation.mp4
06_Your First Scene.mp4
07_Your First Render (Blender Render).mp4
08_Your First Render (Cycles).mp4
09_Modeling Basics I.mp4
10_Modeling Basics II.mp4
11_Modeling a Face.mp4
12_Rigging a Leg.mp4
13_Skinning.mp4
14_Facial Rig.mp4
15_Camera Tracking.mp4
16_Compositing.mp4
01_eyeball.blend
02_eyeballs.blend
xxxiii
xxxiv Learning Blender Ancillaries
03_face_model.blend
04_torso_model.blend
05_legs_model.blend
06_boots_model.blend
07_hands_model.blend
08_cap_model.blend
09_hair_model.blend
10_details_model.blend
11_unwrapping.blend
12_texturing.blend
13_shading_bi.blend
13_shading_cycles.blend
14_skeleton_bi.blend
14_skeleton_cycles.blend
15_skinning_bi.blend
15_skinning_cycles.blend
16_ jim_final_rig_bi.blend
16_ jim_final_rig_cycles.blend
17_walk_animation_bi.blend
17_walk_animation_cycles.blend
18_camera_tracking_bi.blend
18_camera_tracking_cycles.blend
19_compositing_bi.blend
19_compositing_cycles.blend
jim_cool_animation_example.blend
01_Character Designs:
01_Sketches:
Body Sketches.jpg
Color Tests.jpg
Final Silhouettes.jpg
Head Sketches.jpg
Refined Design.jpg
Rough Design.jpg
Silhouettes.jpg
02_References:
Body Back Reference.jpg
Body Front Reference.jpg
Body Size Reference.jpg
Head Back Reference.jpg
Learning Blender Ancillaries xxxv
Extras:
Jim Illustration Time-Lapse.mp4
Jim Illustration.jpeg
Blender Keyboard Shortcuts Reference.pdf
Blender Keyboard Shortcuts Reference.jpg
This page intentionally left blank
This page intentionally left blank
4
Project Overview
Every project has different steps you need to follow in order to be successful. The or-
der in which you proceed through the steps to reach the final result can be called the
workf low or pipeline. In this chapter, youll learn about the process you will fol-
low throughout the rest of the book to create a character from scratch. Youll gain basic
knowledge about how you can divide any project into stages and execute it. In the next
section, youll learn about the three main stages that a project goes through.
Preproduction
Preproduction is everything that happens before the actual production of a project,
such as preliminary sketches, ideas, designs, and planning. Its probably the most crucial
stage of any project, and a lot of amateur projects fail because of the lack of good pre-
production. (Some projects dont have any preproduction at all!)
When you plan and organize what you will need to do to complete a project,
chances are youre going to be better prepared for whats to come. If you skip prepro-
duction and jump right into production because you cant wait to see the results, youll
likely encounter unexpected problems and issues you didnt anticipate. Youll have to
redo a lot of work and lose lots of time or, in the worst-case scenario, youll give up.
Good planning allows you to anticipate any possible problems before they actually
happen and this way you can prevent them from occurring. If you run into something
you dont know how to do, you can make some quick, basic tests to find a solution
before you get far enough into the project to discover that it doesnt work.
As a result of this preparation, the actual work during production will be a lot faster,
easier, and straight to the point, as youll already know how to proceed. Keep in mind
52 Chapter 4 Project Overview
that even with a good preproduction stage, you will still run into issues. This is how it
goes, but at least a lot of those issues will be handled before they become bigger prob-
lems, so the more preparation, the better.
There is another important advantage to preproduction: it can motivate you during
the production stage. When you think about everything youll have to do and then de-
fine the process step by step, it suddenly gets easier because you dont have a big project
before you, but instead you have a list of small and manageable tasks. Youll go through
this list, keeping track of your progress, and youll always know what you have done so
far, what you still need to do, and what may be missing.
There is a popular phrase that sums up preproduction pretty well: Think twice, work
half. A great result doesnt come from working harder, but from working more ef-
ficiently. You need to think of efficient ways to work. Usually, youll discover them
only after youve done something wrong, but thats when you learn and gain valuable
experience!
Production
Once you have everything planned for a project, its time to start with the actual job,
which is production. In a movie, for example, production would be the stage of the
project in which the sets are built and the scenes are filmed with the actors and props
in place as planned during preproduction. Thorough preproduction will help you com-
plete production more easily and in a more straightforward process.
Production is probably the hardest stage of a project because its the point of no re-
turn. After production is completed, its very difficult to change things. Lets say youre
building a house; during preproduction, its very easy to change the design of the
house using a computer or an architectural drawing, but its really difficult and time-
consuming to make changes once the walls are in place!
Thats why preproduction is crucial: it helps you make sure youre not going to make
mistakes while youre developing the final product. Production is difficult enough;
there are a lot of challenges and its impossible to predict every possible problem that
might arise until youre actually making the product, so any preparations you can make
to smooth out the process helps a lot.
Postproduction
Postproduction is everything that happens between production and the final result.
Its like putting the finishing touches on a new house with details such as painting the
walls and adding interior decoration. In a movie, it would be the stage in the process in
which you add the final visual effects and retouch what was filmed during production.
Depending on the project, postproduction can be easy or hard, simple or complex,
and it can involve just minor details or something really important. Postproduction is
when you actually decide how the finished project will look.
Suppose you film two actors having a conversation inside a room. During postpro-
duction, you can color correct the scene, switch it from day to night, change what will
Defining the Stages 53
be seen through a window, blur things out, zoom in, or even add a new character! The
possibilities are endless and they will define what people will see when you release your
image, video, film, or whatever your project may be.
Note
Remember that visual effects are not just explosions, spaceships, aliens, or monsters.
There are a lot of visual effects (commonly referred to as invisible effects) that are much
more subtle and you may not notice them while youre watching a film. Set-extensions,
background replacements or set cleaning, for example, are present in almost every single
movie you watch and they are also visual effects.
During preproduction, the filmmakers create the films script and decide what will
be the climax moments (and maybe even film them to test whether they really work).
Every film goes through storyboarding, the process of making quick drawings to de-
fine where the cameras will be positioned and what will happen on each shot, so the
production team can plan each shot, see what theyll need on set, know what type of
lenses to use in the camera, and identify where the actors will be positioned. Then,
the filmmakers search for the locations where theyre going to film the scenes. They
also have to create the costumes the actors will wear and all the props theyll have to
interact with. Then the filmmakers cast the actors and all of the extras who will appear
in the film. Finally, the filmmakers must assemble the technicians who will film the
movie and manage all the equipment, build the sets, and so forth. Usually, composers
begin to develop the music at this stage so that a rough edit of the film can be made us-
ing the storyboard and the timing of each shot can be defined.
Everything is now ready to start filming, so production begins. At this point, the ac-
tors already know the script and the team knows what they need to do on each shot and
what has to appear on camera. Production is usually not a very long process; because all
aspects of the project were organized during preproduction, the production stage (the
most expensive stage) is as short as possible. When production is completed, the movie
has been filmed according to the decisions made during preproduction about where,
when, how, and with whom.
54 Chapter 4 Project Overview
Once filming is completed, postproduction can begin. The film must be edited at
this point, perhaps by using some color correction to make a scene look more vivid,
warm, or cold, depending on the feeling the director wants each scene to convey to the
audience. Perhaps the director decides that a shot would work better if the main actors
face were closer, so the video editor zooms in a little. Suppose the name of a business
appears in the background and the director doesnt want it to be recognizable; some
simple visual effects can remove it or replace it with the name of another business that
will pay the filmmakers for advertising! This is the point at which the last retouches are
added to the film, the complete soundtrack and all the sound effects are included, and
the final result is achieved.
An Animated Film
The stages of an animated film are even more difficult to distinguish, as the entire film
is computer-generated, the line between production and postproduction is not so clear.
During preproduction, all aspects of the film are planned and designed as usual,
but then production and postproduction tend to overlap because every aspect of
these stages happens in the 3D software. Usually, its easier to divide the stages, with
A Character-Creation Plan 55
production creating the action (developing characters, sets, and animation), and post-
production creating the effects such as water, splashes, particles, cloth, dust, smoke,
fire, explosions and other simulations. Then, the final compositing will bring all these
diverse elements together.
A Photograph
Yes, even something as simple as a photograph can be divided into the three production
stages. Even if photographers are not conscious of it, theyre performing the stages of
production with their own photos.
First, photographers complete the preproduction stage by thinking about what
theyre going to shoot and where. During production, they must go to the location,
pose the subject, and finally take the photo. Then, even using a smart phone, they can
do some postproduction work such as adding an aging effect to the photo, or increasing
its contrast, or maybe even changing it to black and white.
A Character-Creation Plan
Now that you have a better understanding about the three main stages of a project, lets
define the process youll follow throughout the remainder of this book to create a com-
plete 3D-animated character.
Preproduction
A character-creation process starts, of course, with a character design.
n Designing: Make some drawings to define what the character will look like,
what clothes it will wear, and what features might suggest its personality.
Production
This stage can be rather complex and extensive because its the main part of the process
in which you go from the design to the completed character.
n Modeling: Model the 3D character in Blender following the design you created
in the preproduction stage.
n Unwrapping: Turn the 3D model into a two-dimensional mesh internally so
you can project a 2D image texture on it.
n Texturing: Paint the textures for the various aspects of the 3D models surface,
such as clothing textures, skin, hair color, and so forth.
n Shading: Take texturing a step further by creating materials that will define the
surface properties of your character, such as how ref lective or shiny they will be,
or whether they will be rough or smooth.
56 Chapter 4 Project Overview
n Rigging: Add a skeleton to your character and define how it will work and how
it will control the character.
n Animating: Pose the character using keyframes at different times of an anima-
tion to make the character perform an action such as walking or running.
n Video recording: Record a video into which youll place your character later.
Postproduction
Once the character is finished, there is still some work to do to make it look pleasing or
to put it into a scene.
n Camera tracking: Simulate a cameras tracking in the actual footage you record
so you end up with a camera in the 3D world that will move similarly to a real
camera and allow you to insert 3D elements into your video.
n Lighting: Add lighting to your scene to make the lights and shadows fit the
video you recorded during the production phase. The addition of lighting is usu-
ally part of the production stage, but because this projects main goal is the cre-
ation of a character, this time lighting will be part of postproduction.
n Rendering: Convert the 3D scene into a 2D image with shadows and lighting.
n Compositing: Take the video and the 3D objects, combine them, and make any
necessary adjustments to them so they fit together and look realistic.
Summary
Now you have an idea of the process youre going to go through to create your own
animated character and you understand the three main stages of every project. Prepro-
duction is especially important and you have to keep that in mind for future projects.
A lot of people fail even after significant planning and preparation, so imagine the
probability of failing if you dont make thoughtful preparations and design choices in
preproduction. Almost every professional 3D artist has gone through this process and
understands the importance of preparing and organizing projects beforehand. Take
advantage of learning from their experiences!
Now youre ready to start working on the actual project!
Exercises
1. Take any movie that you like and imagine how it would be divided into preproduc-
tion, production, and postproduction.
2. Have you ever had a project fail? Analyze where you failed and think about how
youd do the project differently using the three stages discussed in this chapter.
This page intentionally left blank
Index
Configuring. See User preferences. Customizing. See User preferences. Deform bones, 209
Connect tool, 81 Cycles Deformer bones, selecting,
Connected option, 76 description, 4142 229230
Connecting Diffuse option, 43 Deforming eyeballs with lattices,
nodes, 280281 Emission option, 43 104105
UVs, 160161 Glass option, 43 Delete tool, 8182
Connections, nodes, 278 glass surface, 43 Deleting
Constraints, adding to bones, 213, Glossy option, 43 bones, 213
214215 light emission, 43 default cube, 1415
Constraints, rigging lights, 44 edges, 8182
adding, 213, 214215 main color, 43 faces, 8182
Bone Constraints, 214 materials, 43, 182, 197199 objects, 29
definition, 210 Mix option, 43 vertices, 8182
Object Constraints, 214 mixing shaders, 43 Depth of field, 3D View, 14
Contact shadows, 181 ref lectivity, 43 Designing characters. See Animat-
Context, character creation, 5859 rendering, 4647 ing characters; Character cre-
Control bones, 209 shadowing, 44 ation; Modeling; Rigging
Copying. See Duplicating. shine, 43 characters.
Create New Image option, transparency, 43 Diffuse BSDF shader, 199
149150 Transparent option, 43 Diffuse Color channel, 181
Creating Cycles, compositing Diffuse option, 43
animated characters. See Ani- node compositing, 288290 Diffuse panel, 185
mating characters; Charac- Render Layers, 287288 Disable option, 76
ter creation; Modeling; scene setup, 287 Displacement panel, 199
Rigging characters. Cycles, shading Display panel, 149150
animation actions, 251252 advanced shading, 202203 Dissolve tool, 8182
animation poses, 252253 basic shading, 199, 201 Dissolving edges, faces, and verti-
armatures, 211 current selection, displaying, 197 ces, 8182
bones, 212, 213 Displacement panel, 199 Dividing, bones, 213
camera tracking markers, increasing mesh detail, 199 Dope Sheet, 22, 247248
266267 loading textures, 200 Downloading, Blender, 11
custom shapes, 241242 Material tab, 197199 Dragging elements. See Propor-
eyeballs, 103104 materials, 197199 tional Editing.
node trees, 21 Preview panel, 198 Drawing Method selector, 14, 16
nodes, 279280 previewing, 198 Drivers for shape keys, 239241
objects, 2930 rendering, 203204 Duplicate tool, 82
shape keys, 236237 Settings panel, 199 Duplicating
skeletons, 211. See also Rig- shaders, selecting, 198 areas, 19
ging, skeletons. Surface panel, 198 bones, 212
textures, 188 Volume panel, 198199 meshes, 82
UVs automatically, 153 volumetric effects, 198199 modifiers, 41
workspaces, 20 Cylinder Projection, 153
Cropping images, 188 Cylinder projections, unwrapping, E
Cube Projection, 153 153 Ears, modeling, 113115
Cube projections, unwrapping, Edge loops, joining, 8081
153 D Edges
Current Texture panel, 188 Datablocks, 3436 bridging, 94
Current UV Map, 149, 151 Default cube converting straight to curved, 94
Cursor Depth operation, 25 deleting, 1415 creating faces from, 87
Curve tool, 94 description, 1415 definition, 73
Custom shapes, rigging, 210, illustration, 14 deleting, 8182
241242 Default cube, 1415 dissolving, 8182
Index 303