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Hess - Blender production: creating short animations from start to finish

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Blender Production Creating Short Animations from Start to Finish Roland Hess - photo 1
Blender Production
Creating Short Animations from Start to Finish

Roland Hess

Focal Press is an imprint of Elsevier 225 Wyman Street Waltham MA 02451 USA - photo 2

Focal Press is an imprint of Elsevier

225 Wyman Street, Waltham, MA 02451, USA

The Boulevard, Langford Lane, Kidlington, Oxford, OX5 1GB, UK

2012 Elsevier Inc. All rights reserved.

No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from the publisher. Details on how to seek permission, further information about the Publishers permissions policies and our arrangements with organizations such as the Copyright Clearance Center and the Copyright Licensing Agency, can be found at our website: www.elsevier.com/permissions.

This book and the individual contributions contained in it are protected under copyright by the Publisher (other than as may be noted herein).

Notices

Knowledge and best practice in this field are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treatment may become necessary.

Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any information, methods, compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a professional responsibility.

To the fullest extent of the law, neither the Publisher nor the authors, contributors, or editors, assume any liability for any injury and/or damage to persons or property as a matter of products liability, negligence or otherwise, or from any use or operation of any methods, products, instructions, or ideas contained in the material herein.

Library of Congress Cataloging-in-Publication Data

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British Library Cataloguing-in-Publication Data

A catalogue record for this book is available from the British Library.

ISBN: 978-0-240-82145-0

For information on all Focal Press publications visit our website at http://store.elsevier.com

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Typeset by TNQ Books and Journals, Chennai, India

www.tnq.co.in

Printed in the United States of America

About the Book Welcome to the book that used to be called Animating with - photo 3

About the Book

Welcome to the book that used to be called Animating with Blender. Its assumed that before you start this book, you know your way around a little. Blender shouldnt be a mystery to you. Neither should animation. If it is, well, we have some books for that too.

In the online archive that accompanies this book [www.blenderproduction.com], you will find all of the production files for Snowmen Will Melt Your Heart. If you havent watched the short-short yet, you will find it on the official site, as well as on Vimeo and YouTube. All of the production files that I have created are released under a Creative Commons Attribution-Noncommercial 3.0 Unsupported license. What that means is that you can use the files themselves the textures, sets, models, etc. in your own works as long as you credit the original creator. This also means that you can examine, copy, and redistribute the files in noncommercial ways: as part of a tutorial, a library, etc. Several of the files are CC licensed to other individuals. I have included a document called licenses.txt in the production archive that lists those files and their respective licenses.

One of the great truisms of learning a skill is that by the time youve finished a project, youre finally ready to begin it. This will certainly be true of your experience creating your first short animation. I hope this book functions as a bit of a substitute for some of that first-time experience, giving you a better shot than most people at finishing your work. So dont be too hard on yourself during your initial foray into animation. Well, be hard on yourself during production. But when youve put your short animation to bed for whatever reason and have called it done, take one hard, critical look at the final product so that you can remember the lessons youve learned for the next time. Then forget the pain and bask in your accomplishment, just a little.

I would be remiss if I didnt take a moment at the beginning of this book (Fifth? Fifth!) for a brief thank you. To all of those who have made me, literally and otherwise to the recently past, the not-so-recently but still always there, the old and the not-yet-old, to my love, to the young ones, and to a special feisty friend I could fill a thousand pages with Thank You, and it would not be enough.

Table of Contents
Chapter 1
An Overview of the Short Animation Process
Creating a Short Animation

Creating a short animation from start to finish is a complicated, time-consuming task. It uses all of the skills you have developed while learning your way around your three-dimensional (3D) software while calling for an even broader range: storytelling, asset and time management, organization, acting, and editing. As you work through the process, you will find that each step necessarily builds on everything that went before, and to shortchange or entirely skip one of the steps will lead, surely, to disaster.

No step in producing a short animation is difficult by itself. Certainly, no individual portion of the short animation process is harder to learn to do than, say, getting the hang of doing back handsprings or integral calculus. The steps themselves are fairly easy. It turns out that the single most difficult thing to do with a short animation is, simply, to finish it. Doing so takes dedication, lots of available time, a willingness to keep pushing through when things are less than fun, and, most importantly, a plan.

Avoiding Death by Natural Causes

No doubt youve seen a hundred animation projects announced on web forums, in chat rooms, and inside cozy little restaurants over too many coffees. Although born with zeal, they slowly fade away into a shadowy death.

Say, whyd that project die?

Were not sure. It just kind of fell apart.

Oh. Natural causes, then.

Natural causes, indeed. How do you keep your project from fading into the oblivion of natural causes? You need a plan.

Fortunately, there is a time-honored structure for actually finishing animation projects. It consists of three stages: preproduction, production, and postproduction. Mysteriously and oddly named, to be sure, but there they are.

Preproduction

Preproduction encompasses everything you do before you touch a single polygon of 3D. Story development, storyboarding, preparing a rough sound track, and assembling a story reel become the bedrock of the rest of your production. The time you spend here will make the modeling, animating, rendering, and compositing worthwhile.

Before anything else, though, comes the story. Without a good story, your production will be little more than a study or an extended animation test. A good story, though, is not only one that will interest or amuse your viewers, it is one that is producible with the time and resources that you have available. Choose too ambitiously, and youre on your way to natural causes before a pixel ever hits the screen.

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