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    I s sue 30 | Oct 2010

    Blender learning made easy

    COVERART Confinement - by reynante

    The Parent Inverse and the Origin of Children

    Does Your Character Have Any Feelings

    7 Elements of Digital Storytelling

    The Importance Of Bodylanguage

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    EDITOR

    Gaurav Nawani [email protected]

    MANAGING EDITOR

    Sandra Gilbert [email protected]

    WEBSITENam Pham [email protected]

    DESIGNER

    Gaurav, Sandra, Alex

    PROOFERS

    Brian TreacyDaniel HandDaniel MateFade ShayolJoel GodinJoshua LeungJoshua ScottonMarion PiperMark WarrenPatrick O'DonnellPhillip RyalsScott HillTansunn KitsukiValrie HambertWade Bick

    WRITERSdreamsgatePep RibalAaron PowellMarc Leboeuf

    COVER ART

    Confinement - by reynante

    CONTENTS

    www.blenderart.org Issue 30 | Oct 2010 - "Once Upon an Image"

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    7 Elements of Digital Storytelling

    Does Your Character Have Any Feelings

    The Parent Inverse and the Origin of Children

    Rule of Thirds

    The Importance Of Bodylanguage

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    mailto:[email protected]:[email protected]:[email protected]://www.blenderart.org/http://www.blenderart.org/mailto:[email protected]:[email protected]:[email protected]
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    I have been an avid reader ever since I was

    old enough to pick up a book. Getting lostin a story is one of my greatest pleasures.And even worse, I love to tell stories, justask my family. I can, and do, go on and onand on. Whether in written form or anynumber of available digital formats (i.e. im-ages, animations, presentations etc.) story-telling is an important part of the humanpsyche. From the dawn of man, stories have

    been told, shared and embellished. Storieshave been, and still are, a valuable way toteach important life lessons and share expe-riences that evoke strong emotions and asense of connecting or belonging. They canalso be a great form of entertainment.

    The ways stories have been shared haschanged since the first story was told, butstill they are told and retold with ever new

    interpretations and variations. In the worldof CG art, stories are most easily told in ani-mation. Let's face it, subjects move, plotsmove forward, conclusions/climaxes are

    reached and the story ends. Stories are eas-ier to tell in animation form than in just asingle image. But even though they are eas-ier to tell, they require an enormousamount of work, planning and dedicationon the part of the storyteller.

    Capturing a story in a single image can bedifficult to say the least. Do you show theaction about to take place, already done or

    somewhere in between. And how do youshow action about to take place? A singleimage presents challenges not found in ani-mation, yet many of the same principlesstill apply when setting it up. Goodcomposition/staging, lighting, emotions,action (okay suggestion of action) areneeded elements for both single images andanimations. Getting it right can make thedifference between just another pretty im-

    age and a meaningful image that stickswith the viewer.

    We are going to take a look at the variouselements that make for memorable imagesand animations. So gather round blenderkiddies as we begin our tale...

    Once upon... an image?

    Sandra Gilbert

    Managing Editor

    EDITORIAL 3

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    Unlike many other viewers, Ihave seen Sintel on a daily ba-sis since its online release.

    Due in large part to extreme excite-ment blocking out a totally foreseea-ble realization. I should have knownthat letting my 4 year old see it withme was going to trigger massive mar-athon viewings of Sintel. Which ofcourse it has.

    All it took was her seeing it once, for

    her to immediately fall in love withthe characters and the story. I mustadmit that mommy was rather impressed with thefirst viewing as well. It is a beautifully directed storythat draws the viewer in. The music was amazingand tied everything together so nicely. I was soproud of the Durian team and how well they did.

    And yet, I have to admit that over the years I havebecome jaded when watching animations. Whilepart of me gets lost in the story, there is this analyti-cal little voice yattering away in the background,

    pointing out all the little boo boos and technicalglitches that plague even the most well polishedcommercial offerings. So yes, I did see the places inSintel where things could have been polished andtweaked further. They were bound to be there, ithappens.

    And yet something rather amazing happened about 4days after the release. I was watching Sintel with my4 year old again for the dozenth time in 4 days. As Iwas sitting in front on my computer with her curled

    up in my lap, she looked up at me with the mostamazing expression. While reaching out and grab-bing my hand, she turned back to Sintel to becomemesmerized once again as the story unfolded. Atthat moment I realized that somewhere over the last

    4 days, that annoying little analytical voice had fallensilent. I was able to simply sit and enjoy a beautifulstory with my little girl.

    As I sat there,I realized thatthe Durianteam haddone far bet-ter than any-one had giventhem creditfor. Thewhole pointof stories isto createbonds thatcan beshared. Mostoften this isaccomplished between the viewer and the charac-

    ters. But sometimes if you are really good, you man-age to create bonds between the people watching it

    IZZY SPEAKS : 4

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    I was watching Sintel withmy 4 year old again for thedozenth time in 4 days

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    Blender has become a power-ful tool for creating and shar-ing artistic visions. Over the

    last several years a number of ex-cellent images and animationshave been created by very talentedmembers of the community. Theincreasing quality of artwork pro-duced and of Blender itself hasserved as an inspiration for manyto jump into 3D for the first time.

    While you can just jump in andstart creating fairly easily, creatinga memorable image that evokes

    emotion or tells a story or creating a meaningfulanimation takes a bit of planning and a lot of hardwork. During the planning stages of your project,

    you need to consider what you are trying to expressand share with your project. Are you just creating aone off image to showcase skills learned or are youactually trying to communicate something impor-tant?

    The Center for Digital Storytelling (CDS) in Berkeley,California is known for developing and disseminat-ing the Seven Elements of Digital Storytelling, whichare often cited as a useful starting point as you be-gin working with digital stories. CDS' Seven Ele-ments of Digital Storytelling are geared for digitalanimations and presentations, but can be usefulwhen creating a single image that sends a powerfulmessage as well.

    Okay, so just what are the Seven Elements of Digital

    Storytelling?1 Point of View: What is the main point of

    the story and what is the perspective of theauthor?

    2 A Dramatic Question : A key question thatkeeps the viewer's attention and will beanswered by the end of the story.

    3 Emotional Content : Serious issues thatcome alive in a personal and powerful wayand connects the story to the audience.

    4 The Gift of Your Voice : A way to personal-ize the story to help the audience under-stand the context.

    5 The Power of the Soundtrack : Music or

    other sounds that support and embellishthe storyline.

    6 Economy : Using just enough content totell the story without overloading the view-er.

    7 Pacing : The rhythm of the story and howslowly or quickly it progresses.

    *note: when creating a single image that tells a sto-ry, numbers 5 & 7 don't really apply.

    http://digitalstorytelling.coe.uh.edu/7elements.html

    CDS's Digital Storytelling Cookbook - February 2007(See Chapter 2)

    http://www.storycenter.org/cookbook.pdf.

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    reamsgate

    http://www.storycenter.org/index1.htmlhttp://digitalstorytelling.coe.uh.edu/7elements.htmlhttp://www.storycenter.org/cookbook.pdfhttp://www.storycenter.org/cookbook.pdfhttp://digitalstorytelling.coe.uh.edu/7elements.htmlhttp://www.storycenter.org/index1.html
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    This diagram will help you picture the role thateach of the 7 Elements of Digital Storytellingplay in creating memorable stories

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    We have all seen them-beautifully modeled andtextured characters that

    have no depth. They look like littleactions figures. Which don't get mewrong, action figures are cool. Butthey are posed with one expressionand generally one body pose.Which might be totally awesomefor that one instance it was de-signed for, but does little for fur-ther exploration of a character or

    storyline. In order to connect witha character, the viewer needs tosee that the character actually has

    a full range of emotions.

    Of course the best way to show this is through wellthought out facial expressions that can be easilyread. But even great facial expressions by them-selves aren't going to do it. The facial expressionneeds to reflect the body language and what is actu-ally going on in the scene. Nothing is more confus-ing for a viewer than a character bouncing aroundlike a happy kid in a candy store with a sad, woebegone facial expression, in a scene that doesn't callfor either.

    Now, obviously that was a very silly example, but itdoes illustrate the point that facial expressions andbody language actually need to reflect what is hap-pening to the character in the scene.

    Just how do we go about creating believable facialexpressions? Well, having a limited budget, I usuallyturn to the Internet when I want to know some-thing. It is absolutely amazing what you can find.

    While buzzing around online (something I do fartoo much of), I ran across a very cool blog run by

    Dani Jones. Oddly enough, the link I followeddropped me right on the best post ever, 50 FacialExpressions and How to Draw Them. Now granted,he is a traditional illustrator and we work in 3d. Butthe knowledge he shared in this post transfersbeautifully from 2d to 3d. I encourage you to gocheck out his blog (http://danidraws.com/blog/).

    In the meantime, here are some important tips heposted about facial expressions:

    The Most Important Features

    1.The Eyes Probably the most important featurefor evoking a clear emotion. Utilize the eyelids andeyebrows to create your effect.

    2.The Cheeks The way they squash and stretch willaffect the look and position of the eyes.

    3.The Mouth The shape of the mouth is also veryimportant. It affects how the cheeks move and theshape of the entire face.

    Additional TipsNote that when you move the shape and position ofone feature, it affects everything else. Nothingstands completely on its own.

    For a stronger drawing and character, really pushthe expression. Instead of simply drawing a happyperson, draw one that is ecstatic; instead of draw-ing an angry person, draw a furious one.

    Have a mirror nearby. When Im trying to nail down

    an expression, I often find my own face makingweird movements unconsciously. It can make forgood reference.

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    eamsgate

    http://danidraws.com/blog/http://danidraws.com/2007/12/06/50-facial-expressions-and-how-to-draw-them/http://danidraws.com/2007/12/06/50-facial-expressions-and-how-to-draw-them/http://danidraws.com/2007/12/06/50-facial-expressions-and-how-to-draw-them/http://danidraws.com/2007/12/06/50-facial-expressions-and-how-to-draw-them/http://danidraws.com/blog/http://danidraws.com/blog/http://danidraws.com/2007/12/06/50-facial-expressions-and-how-to-draw-them/http://danidraws.com/blog/
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    In addition to the above tips, Dani Jones also had a Fa-cial Expressions Chart of 50 different facial expressionsfor you to study and a pdf for download. Some of theexpressions are just priceless and are well worth check-ing out.

    Now you have some nice facial expression reference,what next? Well there is no one better to consult thanthe masters. Further exploration led me tohttp://www.frankanollie.com, online home of FrankThomas & Ollie Johnston. They have a great page ontheir site (actually their whole site is filled with great

    information) that discusses emotion in animation. Theydeveloped a list of 12 questions that you should askyourself when animating your characters.

    Keys to Emotion in Animation

    12 QUESTIONS

    by Frank Thomas & Ollie Johnston, June 2003

    1 Is the character doing what the director wants inthe sequence?

    2 Is the character doing only one thing at a time?

    3 Is the character putting over the story point inthe scene you are doing?

    4 Is the character acting as if there is somethinggoing on in his mind?

    5 Does the character appear to be doing somethingon his own?

    6 Can the audience tell what the character is think-

    ing?

    7 How does what the character is doing effect whatthe audience is thinking?

    8 Does the character have appeal?

    9 Is it passionate? Is passion going into the drawingand coming out of the character?

    10 Is it the simplest way to do it?

    11 Have you made small story sketches of one im-portant character to be sure everything is work-ing before you make a lot of drawings?

    12 Would any one else besides your mother likewhat you have done?

    Now we have a bit of reference and direction, and it istime for the Blender component. How do we get thosewonderful expressions? Of course there is not just oneway to do anything in Blender so here is a list of videotutorials that cover various techniques you can use tocreate and animate facial features.

    Rigging a Pupil for Dilation

    Creating a Face Rig

    Learning Action Constraints

    Time to practice, practice, practice. Remember to lookin a mirror often and watch your own face, get yourbuddies to make faces for you as well. In no time youwill be creating an expressive range of emotions

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    bydreamsgate

    http://danidraws.com/media/danidraws_facialexpressions.pdfhttp://www.frankanollie.com/http://www.frankanollie.com/KeysToEmotion.htmlhttp://www.blendercookie.com/2010/03/13/rigging-a-pupil-for-dilation/http://www.blendercookie.com/2009/11/16/creating-a-face-rig/http://www.blendercookie.com/2010/01/15/learning-action-constraints/http://www.blendercookie.com/2010/01/15/learning-action-constraints/http://www.blendercookie.com/2009/11/16/creating-a-face-rig/http://www.blendercookie.com/2010/03/13/rigging-a-pupil-for-dilation/http://www.frankanollie.com/KeysToEmotion.htmlhttp://www.frankanollie.com/http://danidraws.com/media/danidraws_facialexpressions.pdf
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    IntroductionThis is not an article about where ba-bies come from. Actually what I'mtalking about is child objects, their lo-cation, rotation and scale in relationto their parent objects.

    I want to write about this topic thatdrove me nuts when I started learningBlender. I'm talking about the obscure

    and terrifying Parent Inverse. The firstthing that came to my mind when Iread about it was my father hanging

    upside down. But I consider myself a good son, so Iquickly wiped that image off my mind.

    I found it really confusing at the beginning: it wasvery difficult to understand what exactly was theParent Inverse, and why the location coordinates ofthe child object remained the same after aligning itto the position of its parent with Alt-O (Clear Ori-gin).

    At that time I had used other 3D applications, inwhich the origin of a child object was always thelocation of its parent, as plain as that. But inBlender things seemed to work a bit different, and Icouldn't find out exactly how, even in all the docu-mentation around. It is still difficult to find that ex-planation out there. Even when I posted thequestion in Blender forums a time long ago, all I gotwere replies of the type "I don't exactly know, but..."or "I'm also wondering how it works, but...". I waseven asked "why on earth I wanted to know aboutall that stuff". So that's why I'd like to shed somelight onto this obscure issue.

    First, we will focus on location coordinates for thisfirst example, so scale and rotation will be left apartfor now.

    Let's start with the following scenario: just onecube and a UV sphere. Let's say the cube is locatedat the global point (3,3,0), and the sphere at globalpoint (5,5,0). A Top Ortho view will be very usefulfor this experiment.

    What happens if we make the cube the parent ofthe sphere? RMB the sphere, then Shift-RMB thecube, press Ctrl-P, and select Object. Now the cubeis the parent of the sphere. Neither of the objectshave moved apparently. So, what are the coordi-nates of both objects now? Well, actually the sameas before (you can check in the object transformproperties, hotkey N). But the real question is: whatis the origin of both objects now?

    This is an easy question. Provided that no objectmoved, and there wasn't any change in location co-ordinates, the origin should be the same as before:the global origin (0,0,0).

    Does it make sense?

    Well, for the parent cube, it definitely does, as it'sstill a global object (it has no parent). But, shouldn'tthe origin of the sphere be the location of its par-ent? Actually it is, but with a small modification. Ifwe now move the parent cube to (4,4,0), what hap-pens to the sphere? It is apparently at global(6,6,0)... And its location (local) coordinates haven'tchanged; they still are (5,5,0), as the Properties side-

    bar shows. That means that its origin is now (1,1,0).Why?

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    It's obvious that the sphere origin moves with the par-

    ent cube, but it's not exactly the location of the parentcube. When the cube was at (3,3,0), the child originwas at (0,0,0); now the cube is at (4,4,0) and the childorigin is at (1,1,0)...

    So, we can easily see that the child origin is the parentminus (3,3,0), or the parent origin plus (-3,-3,0), whichwill give the same result. What is this (-3,-3,0) value?Well, that is exactly the Parent Inverse...!

    To speak properly, that is not exactly the Parent In-verse. So before we proceed, we need now to introducebriefly the concept of Transformation Matrices.

    The Matrix

    Even if you are not the One (and you are probably not,don't fool yourself), you deserve to know that location,rotation and scale of any object, in each of the 3 axes(X, Y and Z) are stored internally in a matrix of 4x4numbers, called the Transformation Matrix of the ob-

    ject. The contents of the matrix of the active object areshown in the Transform panel of the Properties sidebar

    in the 3D View (hotkey N) while in Object Mode, trans-lated to easily understandable coordinate numbers thatshow the transformation values of the active object inthe 3 axes.

    Every object has its own associated transformation ma-trix. To know the effective location, rotation and scaleof a given object, we need two things: its transforma-tion matrix, and its origin (the departing point of thattransformation). For a global object (that has no par-ent), this origin is location (0,0,0), rotation (0,0,0), and

    scale (1,1,1). For a child object, this origin is its parentlocation, rotation and scale, but child objects also havean additional matrix applied: the Parent Inverse.

    So we need to introduce the concept of "inverse ma-

    trix". What is an inverse transformation matrix? It's amatrix that when applied to an object takes it back toits origin. For instance, given a global object at its ori-gin, if we apply a series of transformations on it(location, rotations and scaling), that global objectends up having a transformation matrix that shows allthese transformations. The inverse of this matrix, ap-plied to the same object undoes all of them, and theobject rests again in its origin, with no rotations orscaling at all.

    To make it simple, let's go back to the cube/sphere ex-ample. Let's focus on location only. At the very begin-ning, when the sphere wasn't related to the cube yet,the cube was at global (3,3,0). Let's simplify things, say-ing (though it's wrong) that the transformation matrixof the cube was "location (3,3,0)". The inverse transfor-mation matrix, the one that would take the cube backto its origin, is naturally "location (-3,-3,0)", as (3,3,0) +(-3,-3,0) = (0,0,0), that is, matrix + inverse matrix = ori-gin.

    So, now we know what the inverse transformation ma-trix of the cube is. Blender is not using this inverse

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    matrix yet, but as soon as the sphere becomes the child

    of the cube, that inverse matrix (of the parent cube) iscalculated and effectively applied to the child sphere.That's how we find the real origin of the sphere.

    So to summarize: at the moment of parenting, the matrixthat would take the parent to its origin (the parent's in-verse transformation matrix) is calculated and applied tothe new child.

    As you might remember, the effective origin of thesphere was the location of the parent object, plus"location (-3,-3,0)". That is, the location of the parentplus the Parent Inverse. So why does Blender act thisway? Why does it use the inverse transformation ma-trix of a parent object into child objects? Let's actuallysee what would happen if Blender didn't do so. Thereare 2 options:

    a What if Blender parents the sphere to the cubewithout applying the Parent Inverse to thesphere, and without changing the transformationmatrix of the sphere child? That is, withoutchanging its location, rotation and scale values.

    This means that as the origin of the sphere ischanging from the global origin to the parent ob-ject location, the actual sphere would change itsposition visibly on screen. Thus, with the positionof the sphere being (5,5,0), and its new origin(3,3,0), we would automatically see the sphere

    jump to (3,3,0) + (5,5,0), that is, (8,8,0).

    b What if Blender wants to avoid this jump at themoment of parenting, and still not apply the Par-ent Inverse? Then the actual location coordinatesof the sphere would need to be changed. In this

    case, as the new origin is (3,3,0), the new locationcoordinates of the sphere should be changed to(2,2,0) so that it remains at global (5,5,0), as(3,3,0) + (2,2,0) = (5,5,0). But that wouldn't be too

    suitable, as we would be changing the object at-

    tributes (transformation matrix) for the sake ofparenting, which is not justified. What wouldhappen to such a sphere if we cleared the parent-ing relation with the cube, or we deleted thecube? It would jump to (2,2,0), which is bad. Sothis one is not an option.

    That said, the only way to preserve the object at-tributes (its own transformation matrix) and yet avoidthe jump when parenting, is to apply the Parent Inverseto the child.

    So to summarize all this, the global location of thechild is: the location of the parent + the Parent Inverse asit was at the moment of parenting + the (local) locationcoordinates of the child.

    We speak of global coordinates when they are relativeto the global origin; local coordinates are relative tosome parent object. So the transformation propertiesof an object become local as soon as we parent the ob-

    ject, and they are global as soon as we unparent it.

    So, to make it easier to understand we have focusedexclusively on location, but as I mentioned earlier, theparent inverse transformation matrix (the Parent In-verse) is made up of all three types of transformations:location, rotation and scale. There is no need to go overthe example again focusing on these other transforma-tion types, as they work in a similar way. If the parenthas a rotation of (10,-40,90), the Parent Inverse matrixwill have a rotation of (-10,40,-90); if the parent's scaleis (2,1,2), the scale of the Parent Inverse applied to thechild will be (0.5,1,0.5), and so on...

    Keep in mind that as soon as the parenting is done, theParent Inverse matrix applied to the child is the inverseof the parent's transformation matrix at the very mo-ment of parenting; that is, that matrix is never changed

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    afterwards, even if we apply one thousand transforma-

    tions to the parent. There is a way to change that ma-trix applied to the child as you will see next.

    Another question to consider is that a global object, anobject that has no parent, doesn't have a Parent Inverseapplied, naturally. This only affects child objects.

    Clear Origin (Alt-O)

    In the sphere/cube example, what will happen if weclear the sphere location (Alt-G)? Its location coordi-

    nates will go (0,0,0), and so it will jump to its origin. Ifyou remember, that origin is exactly its parent cubelocation plus the cube inverse matrix at the moment ofparenting. This means that the sphere will jump to theposition of the parent plus (-3,-3,0).

    In Blender, with the child object active, you can pressAlt-P and select Clear Parent Inverse. What does thatdo? Well, it clears the Parent Inverse... Surprised? Metoo.

    In this case (with location already cleared) that means

    that the sphere jumps to the same location of its par-ent. When the Parent Inverse is cleared, the origin ofthe child is actually the parent location, rotation andscaling, as simple as that. The Parent Inverse is ignoredfrom then on, unless we modify it.

    Clear Parent Inverse doesn't have any effect on non-child objects.

    However, there is another way to make the child jumpdirectly to the location of the parent without clearingthe child location and the Parent Inverse. It's the com-

    mand Clear Origin (Alt-O). This command only affectslocation (not rotation or scale). It makes the child ob-

    ject jump to the same global position of its parent, sothat we see them placed in the same global coordinate.

    And it does it without changing the child's attributes: it

    actually changes the values of the child's Parent Inversematrix accordingly which will no longer have the valuecalculated at the time of parenting. This is the only wayto change the Parent Inverse matrix of a child object inBlender (unless you use a Python script to change itsvalues, naturally).

    Unparenting (Alt-P)

    We have already seen the Clear Parent Inverse (Alt-P)command. There are other uses for Alt-P. None of these

    have effect on global objects:

    The first one is Clear Parent, which will cancel theparenting relationship between the selected object(s)and his (their) parents. The effect of the transforma-tions of the parent will be discarded, and so the for-merly child object will jump according to its new(global) origin, in relation to location, rotation andscale. Its local coordinates will become global but un-changed in value.

    The other one is Clear and Keep Transformation. This

    one also cancels the parenting relationship, but itchanges the child object attributes (location, rotation,scale) so that the transformations of the parent are ap-plied to the child and when the child becomes a globalobject, no apparent change is seen on screen. In otherwords, it translates its local coordinates to the corre-sponding global ones.

    Parenting methods

    Besides the usual Ctrl-P parenting command, there is

    another one: Make Parent without inverse (Shift-Ctrl-P). This command is equivalent to making a usualparenting (Ctrl-P), then clearing the Parent Inverse (Alt-P), and finally clearing the child's location

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    (just the location, withAlt-G). The child jumps into the

    same global point where its parent is, without ParentInverse matrix applied, and with its transform proper-ties intact, except for its location coordinates whichbecome (0,0,0).

    And that's pretty much all, folks. I hope to have madethis topic a bit more clear, as it was a difficult thing tograsp, in my case. But it's known that things betweenparents and children are always very difficult

    Be good!

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    works as an IT Engineer. How-

    ever he is very interested in the audiovisualand multimedia world, and he has worked in afew TV productions and short films as a direc-tor, actor, screenplay writer and video editor.

    He has made a few small 3D works for TV using Blender.

    byPepRibal

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    IntroductionI had this wonderful article all plannedout on the Rule of Thirds, somethingwe should all know about and havebeen practicing. To explain my project,I needed a Rule of Thirds grid in Blend-er. Now I remembered reading inRoger Wickes' book FoundationBlender Compositing, that he rou-tinely used a Rule of Thirds grid to

    line up his projects. So I grab his book,only to realize that I seem to have mis-placed the DVD that goes with it.

    No problem, it can't be that hard to set up. So I fireup blender and make a grid, line it up with my cam-era, set it to wire and... nothing. No grid lines. Obvi-ously I have done something wrong. Where is thatdisc? More looking, still can't find it. Hmmmm.Okay, I go to the Friends of Ed website and down-load all the tutorial files. Boy that was a big down-load. A quick search through the files gets me to the

    right blend file, but this really isn't my day, becauseI can't for the life of me find the promised grid.Grrrrrrrrr.

    Okay, Roger and I can't be the first to want a grid inblender, so I run a google search. Yay, Andrew Pricecovered that on his site BlenderGuru. Awww, nutshis technique would be helpful in many situations,but not for what I had in mind. This shouldn't bethis hard. Okay, I am a fairly smart woman, andBlender always provides more than one way to ac-

    complish anything. I just need to sit down andthink about this.

    What I want is a visible grid parented to the camerathat I can use to line up my shot. So after a little

    brainstorming I came up with a simple idea that

    should work just fine.

    Rule of Thirds Grid:

    Add a plane and re-size it so that it is long andrather skinny.

    Duplicate it and move it over (hold down con-trol and move it one major grid unit)

    Duplicate both planes and rotate them 90 de-

    grees and line them up on the grid (fig 1)

    Join all the planes into one object

    Go into camera view and re-size the grid to fitin the camera view

    In side view, move the grid object closer to thecamera, re-size if necessary and parent to thecamera.

    Now when

    ever andwhere everyou move thecamera, thegrid objectwill automati-cally move aswell.

    Additional tips:

    In the outliner window, toggle off the restrict ren-derability icon (the little camera). Now the gridobject will not render in your final image.

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    www.blenderart.org Issue 30 | Oct 2010 - "Once Upon an Image"

    ARTICLE: Rule of Thirds

    byd

    reamsgate

    http://en.wikipedia.org/wiki/Rule_of_thirdshttp://www.blenderguru.com/adding-a-rule-of-thirds-overlay-to-blender/http://www.blenderguru.com/adding-a-rule-of-thirds-overlay-to-blender/http://en.wikipedia.org/wiki/Rule_of_thirds
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    You can add a simple material, I chose a basic black or

    depending on the scene red might be better, set to0.250 alpha, then checked the Transparency option inthe Display settings of the Object properties panel. Thisway you can see it, but it won't overly interfere with

    you scene visibility.

    Alright, now I havea grid and I can fi-nally get on withmy article. So weall know that there

    are four mainpower pointswhen using thePrinciple of Thirds.(fig 3) A viewer'seye is automaticallydrawn to whateverlies in that magicalarea. By controllingwhat is framedthere, we can focusour story image andthe message re-ceived by the view-er.

    I ran across a very cool website- visualstorytelling.com,for the book, Visual Storytelling by Anthony C. Caputo,(which is unfortunately out of print.) On his site he hada great example that explained the Principle of Thirds.While it is a very simple example, it does show clearlyhow simply moving what is contained in the powercenter changes the whole message of an image.

    I modeled a quick simple scene to illustrate how easy itis to change the focus of your image and what willcatch your viewer's attention first.

    This first one is all about the sunset (sunset image).

    The second one is all about the road (road image).

    And the last image is all about the sky (sky image).

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    www.blenderart.org Issue 30 | Oct 2010 - "Once Upon an Image"

    ARTICLE: Rule of Thirds

    bydream

    sgate

    http://www.visualstorytelling.com/preview.htmhttp://www.visualstorytelling.com/preview.htm
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    All three images have exactly the same elements, yet

    tell different stories due to how each one is framed.

    In Blender it was very easy for me to set up a Principleof Thirds framing rig to create these examples. Once Ihad created my Principle of Thirds camera grid, I sim-ply added an empty and made the camera track theempty. Now it was too easy to adjust my framing toachieve just the effect I was going for.

    Hmmmm, think Im going to save that rig for futureuse

    16

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    ARTICLE: Rule of Thirds

    bydream

    sgate

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    From the Blenderart Staff! We are so

    excited to announce that Marc Leboeffrom Montreal, won the Fantasy cate-

    gory of the The ZoybarShapeways-Blenderchallenge.

    Marc: I am a freelancer and teacher in 3D.I also teach special needs kids (mostly au-tistics) with Blender.

    When I first saw a Zoybar guitar kit, I firstnoticed the post-modern look of the in-strument. Traditional instruments are

    made of wood, which give them warmth and soul.That is how the Zoybaroque design came to mymind. I wanted to give warmth and soul to thehardware.

    Thinking metal instead of wood, I start searchingfor references of the baroque era. I made the modelby thinking like an iron crafter. I wanted to show Fholes and a headstock, like traditional stringed in-struments. I designed the shapes with a vector ap-plication, imported the lines and started the

    modeling process.

    For the head-

    stock, I startedthe volute usingthe Screw Tool. Iused Sculptris in-stead of Blender'sown sculptingtools for the lion.

    To keep things inproportions andlined up, A photo

    of myself wastaken playing a...broom!

    17

    www.blenderart.org Issue 30 | Oct 2010 - "Once Upon an Image"

    ARTICLE: Zoybaroque

    byMarcLeboeuf

    http://blenderart.org/2010/10/05/the-zoybar%E2%80%93shapeways-blender-challenge-competition-results/http://blenderart.org/2010/10/05/the-zoybar%E2%80%93shapeways-blender-challenge-competition-results/http://blenderart.org/2010/10/05/the-zoybar%E2%80%93shapeways-blender-challenge-competition-results/http://blenderart.org/2010/10/05/the-zoybar%E2%80%93shapeways-blender-challenge-competition-results/http://blenderart.org/2010/10/05/the-zoybar%E2%80%93shapeways-blender-challenge-competition-results/http://blenderart.org/2010/10/05/the-zoybar%E2%80%93shapeways-blender-challenge-competition-results/
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    Never underestimate the impor-

    tance of body language when pos-ing a CG/3D character. Poor posing

    of your character can muddy the messageyou are trying to send to the viewer. In ananimation you might get away with it to acertain extent, depending on other factorsand elements in the project. But a still im-age with confusing or conflicting bodylanguage will be unable to convey theproper message.

    I found a great list of behaviors and mean-ings online that can help by giving you astarting point, when deciding how to pose a charac-ter. Now some of these are definitely geared to-wards animation and movement. But many can beposed for a still image or in the middle of a move-ment, say mid step in the Confidence = brisk, erectwalk

    Examples Of Body Language

    And since images are more fun than just descriptivetext, here are a few of the more fun ones that Iplayed with. Granted, having a character that actu-ally has a face, will help a lot in conveying the rightmessage.Emotionsgo hand inhand withbody lan-guage andgive im-portant

    visualclues as towhat isgoing on.

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    www.blenderart.org Issue 30 | Oct 2010 - "Once Upon an Image"

    ARTICLE: The Importance of Body Language

    bydreamsgate

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    19

    www.blenderart.org Issue 30 | Oct 2010 - "Once Upon an Image"

    ARTICLE: The Importance of Body Language

    by

    dreamsgate

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    Father Give Me Legs - by Moises SalvadorGALLERIA

    21www.blenderart.orgIssue 30 | Oct 2010 - "Once Upon an Image"

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    Endgame - by Luiz Eduardo BorgesGALLERIA

    22www.blenderart.orgIssue 30 | Oct 2010 - "Once Upon an Image"

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    Cosmic Eggs - by reynanteGALLERIA

    23www.blenderart.orgIssue 30 | Oct 2010 - "Once Upon an Image"

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    HJ - by Jakub 'Kubeczek77' BatgGALLERIA

    24www.blenderart.orgIssue 30 | Oct 2010 - "Once Upon an Image"

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    Once Upon A Hunted Night - by Bruna AlbertoGALLERIA

    25www.blenderart.orgIssue 30 | Oct 2010 - "Once Upon an Image"

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    Sip - by reynanteGALLERIA

    26www.blenderart.orgIssue 30 | Oct 2010 - "Once Upon an Image"

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    Ninja Weapon - by Gagan HajatriGALLERIA

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    Just A Game - by Hans SchwaigerGALLERIA

    29www.blenderart.orgIssue 30 | Oct 2010 - "Once Upon an Image"

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    1. We accept the following: Tutorials explaining new Blender features, 3dconcepts, techniques or articles based on current

    theme of the magazine. Reports on useful Blender events throughout the world. Cartoons related to blender world.

    2. Send submissions to [email protected]. Send us a notification onwhat you want to write and we can follow up from there. (Some guidelinesyou must follow) Images are preferred in PNG but good quality JPG can also do. Images should be separate from

    the text document. Make sure that screenshots are clear and readable and the renders should be at least 800px,

    but not more than 1600px at maximum. Sequential naming of images like, image 001.png... etc. Text should be in either ODT, DOC, TXT or HTML. Archive them using 7zip or RAR or less preferably zip.

    3. Please include the following in your email: Name: This can be your full name or blenderartist avtar. Photograph: As PNG and maximum width of 256Px. (Only if submitting the article for the first

    time ) About yourself: Max 25 words . Website: (optional)

    Note: All the approved submissions can be placed in the final issue or subsequent issue if

    deemed fit. All submissions will be cropped/modified if necessary. For more details see the blend-erart website.

    30

    www.blenderart.org Issue 30 | Oct 2010 - "Once Upon an Image"

    Want to write for BlenderArt Magazine?

    Here is how!

    mailto:[email protected]:[email protected]
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    31Upcoming Issue Theme

    Issue 30

    Disclaimerblenderart.org does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine. All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authors/owners. blenderart.org and the contributors disclaim all warranties,expressed or implied, including, but not limited to implied warranties of merchantability orfitness for a particular purpose. All images and materials present in this document areprinted/re-printed with expressed permission from the authors/owners.

    This PDF magazine is archived and available from the blenderart.org website. The blenderartmagazine is made available under Creative Commons Attribution-NoDerivs 2.5 license.

    COPYRIGHT 2005-2009 BlenderArt Magazine, blenderart and BlenderArt logo are copyrightof Gaurav Nawani. Izzy and Izzy logo are copyright Sandra Gilbert. All products and com-

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    "Under the Microscope" Mathematics:

    Coordinate Systems

    Integration (animated)

    Proofing Pythagoras's theorem

    Physics:

    Animations/Simulations of some me-chanic experiments

    Atom/Subatomic Particles

    Electronic orbital (visualisation)

    Chemistry:The look of a molecule

    Biology:

    The animal cell

    The plant cell

    Cell division