Bounce, Tumble, and Splash!
Simulating the Physical World with Blender 3D. Forew.: Coumans, Erwin
(Sprache: Englisch)
Defy the Rules of 3D and Get Physical with BlenderBounce, Tumble, and Splash! is the only book to cover the advanced simulation features of Blender, the premier open source 3D software that is a must-have for your animation toolbox. Expert author Tony...
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Produktinformationen zu „Bounce, Tumble, and Splash! “
Defy the Rules of 3D and Get Physical with Blender
Bounce, Tumble, and Splash! is the only book to cover the advanced simulation features of Blender, the premier open source 3D software that is a must-have for your animation toolbox. Expert author Tony Mullen provides you with the real-world know-how to create dynamic, highly realistic images of flames, cloth, hair and other physical phenomena from the world around you. This unique guide will help you push the boundaries of 3D and take your Blender skills to the limit.
You'll discover the very latest Blender physics and dynamics tools, including simulations for soft body, fluid, rigid body, and rag doll dynamics. Hone the skills to create stormy seas, flowing hair, or fiery flames with the sophisticated coverage of advanced Blender features included in this beautiful, full-color guide.
* Set particle parameters, define systems, and discover new Blender particle functionality
* Explore the new cloth simulation, improved tools for soft bodies, and the Demolition Python script
* Style the latest look in hair with strand particles, new styling tools, and new features for hair and fur
* Make a splash with fluid simulations and modifiers
* Use the Blender Game Engine and the Bullet physics library to create rigid body physics simulations
* Build realistic trees and plants with Blender scripts and third-party tools
Create dynamic hair effects using hair styling and soft body simulation for particles
Use the improved soft bodies to create jiggling, bouncing objects
Valuable Companion CD
Access the CD for Blender 2.46 installers for Windows and Macintosh and a source tarball for users of Linux and other flavors of Unix. You'll also find a variety of .blend files to support the projects in the book.
Klappentext zu „Bounce, Tumble, and Splash! “
Bounce, Tumble, and Splash! Simulating the Physical World with Blender 3D provides a guide to Blender's sophisticated and sometimes intimidating physics and dynamics tools. The book gives complete coverage of Blender's fluid simulation system and all of its latest features; the soft body physics simulation system, including new features for simulating cloth effects; the latest in the particle system, including upcoming features that will revolutionize the way Blender handles hair styling; and the Bullet physics engine, the physics engine for Blender's Game Engine. The Bullet physics engine handles a variety of physics simulations, including rigid body dynamics and rag doll physics, and animators can easily use its simulations outside of the game engine. The book will also cover a number of basic Blender features, such as the wave modifier, which can be very useful for simulating natural phenomena. Written in a friendly but professional tone the book will focus on practical, visualexamples in full color, with clear, in-depth explanations of all the steps taken to achieve each effect, and why specific choices were made.
Inhaltsverzeichnis zu „Bounce, Tumble, and Splash! “
ForewordIntroduction
Chapter 1 Re-creating the World: An Overview
Re-creating the Physical World with Blender
Blender's Physical Simulation Functionality
The Science of Simulation
Nonsimulation Tools and Techniques
Using Materials and Textures
Hot Lava with Material Nodes
Transparency and Subsurface Scattering
Sky Maps
Faking Physics with General Tools
Modeling Bodies of Water by Using Modifiers and Textures
Faking a Cloth Flag by Using a Displacement Modifier
Creating a Poseable Spring by Using an Array Modifier, Shape Keys, and PyDrivers
Chapter 2 The Nitty-Gritty on Particles
Introducing Particles
Setting Particle Parameters
Using the Physics Tab
Setting Visualization Options
Using the Extras Tab
Using Force Fields and Deflection
Working with Dynamic Particles
Creating Fire and Smoke
The BB vs. the Crystal Ball: Using the Explode Modifier
Boids!
Setting Up the Boids System
Working with Goals and Predators
Creating a Simple Flying Bird
Chapter 3 Getting Flexible with Soft Bodies and Cloth
Getting the Hard Facts on Soft Bodies
Understanding Soft Body Basics
Baking
Animating a Spring with Soft Bodies
Using Force Fields and Collision
Working with Soft Bodies and Curves
Using Stress-Mapped Textures for Rubbery Surfaces
Getting Jiggly with Lattices
Simulating Cloth and Clothing
Putting Some Clothes on Mancandy
Learning More about Cloth
Demolition!
Chapter 4 Hair Essentials: The Long and Short of Strand Particles
Introducing Blender Hair
Setting Up a Hair Simulation
Creating Clumping, Roughness, and Kink
Texture Mapping
Lighting and Rendering
A Trip to the Beauty Salon
Preparing the Mesh
Editing Hair Particles
Releasing Your Inner Hairdresser
More Tips and Tricks for Controlling Hair
Soft Bodies and Hair
Other Uses for "Hair" Particles
Chapter 5 Making a Splash with Fluids
Using the Blender Fluid
... mehr
Simulator
Getting Started with Fluids
Inflow and Outflow
Time, Size, and Resolution
Particles
Obstacles and Animation
Animated Obstacles
Getting the Shot
Strawberries and Milk
Bottle of Pop
Rushing Creek
Delving Further into Fluids
Ipo Animation
Scripts and Exporting
Exploring Further Resources
Chapter 6 Bullet Physics and the Blender Game Engine
The Blender Game Engine
Getting Started with BGE
Using Ipos and Actions in BGE
Rigid Body Simulation and Ipos
Baking Game Ipos
Frame Rate and Simulation Speed
Ctrl+Alt+Shift+P
Actor Parameters, Boundaries, and Hull Types
General Tips on Working with Bullet
Joints, Ragdolls, and Robots
Using Rigid Body Joint Constraints
Using Generic (6DoF) Joints
Setting Up a Ragdoll Armature
Controlling an Armature
A Passive-Walking Robot
Further Resources
Chapter 7 Imitation of Life: Simulating Trees and Plants
The Blender Greenhouse: Creating Foliage with L-Systems and ngPlant
L-Systems
ngPlant
Other Software
An Open Source Ivy Generator
A Few More Points to Mention
Tips for Creating an Outdoor Scene
The Importance of Observation
Appendix About the Companion CD
What You'll Find on the CD
Chapter Files
Blender 2.46 Software
System Requirements
Using the CD
Troubleshooting
Customer Care
Index
Getting Started with Fluids
Inflow and Outflow
Time, Size, and Resolution
Particles
Obstacles and Animation
Animated Obstacles
Getting the Shot
Strawberries and Milk
Bottle of Pop
Rushing Creek
Delving Further into Fluids
Ipo Animation
Scripts and Exporting
Exploring Further Resources
Chapter 6 Bullet Physics and the Blender Game Engine
The Blender Game Engine
Getting Started with BGE
Using Ipos and Actions in BGE
Rigid Body Simulation and Ipos
Baking Game Ipos
Frame Rate and Simulation Speed
Ctrl+Alt+Shift+P
Actor Parameters, Boundaries, and Hull Types
General Tips on Working with Bullet
Joints, Ragdolls, and Robots
Using Rigid Body Joint Constraints
Using Generic (6DoF) Joints
Setting Up a Ragdoll Armature
Controlling an Armature
A Passive-Walking Robot
Further Resources
Chapter 7 Imitation of Life: Simulating Trees and Plants
The Blender Greenhouse: Creating Foliage with L-Systems and ngPlant
L-Systems
ngPlant
Other Software
An Open Source Ivy Generator
A Few More Points to Mention
Tips for Creating an Outdoor Scene
The Importance of Observation
Appendix About the Companion CD
What You'll Find on the CD
Chapter Files
Blender 2.46 Software
System Requirements
Using the CD
Troubleshooting
Customer Care
Index
... weniger
Autoren-Porträt von Tony Mullen
Tony Mullen, PhD, teaches at Tsuda College, Tokyo, where his courses include modeling and animation with Blender as well as the Python programming language. Mullen has been a cartoonist and an illustrator and has a broad background in CG-related work. His screen credits include writer, codirector, or lead animator on several short films, including the award-winning Gustav Braüstache shorts. He is also the author of Introducing Character Animation with Blender (Sybex).
Bibliographische Angaben
- Autor: Tony Mullen
- 2008, XX, 379 Seiten, mit farbigen Abbildungen, Maße: 20,3 x 2,7 cm, Kartoniert (TB), Englisch
- Verlag: Wiley & Sons
- ISBN-10: 0470192801
- ISBN-13: 9780470192801
Sprache:
Englisch
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