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.
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.
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.
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.
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.
Chapter 4 Hair Essentials: The Long and Short of Strand Particles.
Introducing Blender Hair.
Setting Up a Hair Simulation.
Creating Clumping, Roughness, and Kink.
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 Simulator.
Getting Started with Fluids.
Inflow and Outflow.
Time, Size, and Resolution.
Obstacles and Animation.
Getting the Shot.
Strawberries and Milk.
Bottle of Pop.
Delving Further into Fluids.
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.
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.
Chapter 7 Imitation of Life: Simulating Trees and Plants.
The Blender Greenhouse: Creating Foliage with L-Systems and ngPlant.
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.
Blender 2.46 Software.
Using the CD.
Download the file lava.blend, referred to on page 13.
The logo.png file, referred to on page 41, was inadvertently left off the CD.
The Blender logo belongs to the Blender Foundation, but a similar logo is provided here to complete the tutorial in the book.
Download the file lsystem.blend, referred to on page 327.
|Download corrected Figure 4.63|
Figure 4.63 on page 209 is a duplicate of Figure 4.62 on page 208. Download a corrected Figure 4.63 here.
|1||13||Missing file on CD: lava.blend|
The instructions for "Hot Lava with Material Nodes" refer to a file, lava.blend, in step 8. That file was left off the CD. You can download it from the Resources & Downloads page.
Under Modeling Bodies of Water by Using Modifiers and Textures, Step 1., the second sentence, "Scale the plane to 30."
should read: "Tab into Edit mode and Scale the plane to 30."
|1||41||Missing file on CD: logo.png|
Under "Faking a Cloth Flag by Using a Displacement Modifier," in step 2. the text refers to a file on the CD called logo.png. That file was left off of the CD. The Blender logo belongs to the Blender Foundation, but a similar logo is provided here to complete the tutorial in the book. You may download the file from the Resources and Downloads page.
In The BB vs. the Crystal Ball: Using the Explode Modifier, Step 2. there is a step missing.
After the sentence "The particles should be set to emit from random faces.",
insert the following:
"In the Visualization tab in the Particles buttons area, under Render: select the button that reads Emitter."
|4||209||Incorrect image in Figure 4.63|
The image used in Figure 4.63 is a duplicate of Figure 4.62. You may download the correct image file for 4.63 at the Resources and Downloads page.
|7||327||Missing file on CD: lsystem.blend|
Under "L-Systems," the text refers to a packed .blend file called lsystem.blend. That file was left off of the CD. You can download the file at the Resources and Downloads page.
The second-to-last paragraph reads: "Press Ctrl+I to add an inverse kinematics (IK) constraint"
The correct keyboard shortcut to achieve this is Shift+I, so the text should read:
"Press Shift+I to add an inverse kinematics (IK) constraint"