Animating 2D Characters for Games in Blender
Book information
Description
2D games are incredibly popular these days and are played on many systems, including desktop computers and mobile devices. But creating pro-level graphics for them presents many technical challenges for artists, animators, and programmers. In ANIMATING 2D CHARACTERS FOR GAMES IN BLENDER, Alan Thorn offers a complete, step-by-step workflow for modeling, rigging, and animating 2D characters that perform well for real-time games—all using the powerful free software, Blender. Learn critical preparation and referencing techniques, how to model and build meshes optimally with a 2D production-line in mind, how to UV map and texture for animation, and how to rig, weight-paint, and animate 2D characters for a professional-grade result. Finally, see how to export your animated character for use in the Unity game engine. By the end of this book, you will have mastered a solid start-to-finish pipeline for creating animated 2D characters for games. Cover Contents Introduction Chapter 1 Preparation and Modeling Step 1: Drawing Your Character Step 2: Importing Character References into Blender Step 3: Modeling from References Step 4: Optimizing Topology for Games and Animation Step 5: Housekeeping Conclusion Chapter 2 UV Mapping and Texturing Step 6: Removing Doubles Step 7: Creating the Character Atlas Texture Step 8: UV Preparation and Projection Step 9: Creating UV Islands and Mapping Step 10: Completing the Mapping Conclusion Chapter 3 Rigging, Bones, and Weights Step 11: Creating Armatures Step 12: Creating Bones Step 13: Skinning Step 14: Adjusting the Weighting Step 15: Applying Inverse Kinematics Conclusion Chapter 4 Animation Step 16: Preparing for Animation Step 17: Blocking In the Walk Cycle The Contact Pose The Passing Pose The Down Pose The Up Pose Step 18: Moving the Arms Conclusion Chapter 5 Exporting and Testing Step 19: Exporting Objects from Blender Step 20: Importing Objects into Unity Step 21: Configuring the Mesh Step 22: Testing the Mesh Conclusion
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