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The Blender Book

Craig Maloney wrote this review of a book intended to remove some of the confusion from the powerful, free 3D modelling program Blender. Blender is fun to play with, and has been used to create some amazing 3D graphics, but it's not exactly intuitive. Just figuring out what some of the major buttons do was a triumph for me, but I haven't touched it in a few years -- I'd like to try Blender again, but with a book like this one at the ready to supplement the user interface.

The Blender Book author Carsten Wartmann pages 311 publisher No Starch Press rating 8.5 reviewer Craig Maloney ISBN 1-886411-44-1 summary One of the best books around to learn how to use Blender, the free 3D modelling and animation suite from Not A Number.

What it's about This book was originally published in German as "Das Blender Buch." I was a little wary of picking it up simply because it is a translation of the original. Thankfully, I didn't have to worry, as this translation is very fluid and natural. The topics themselves, however, might be a little dense for the first-time reader and may require several re-readings to get the full meaning.

Blender is a free (as in beer) 3D modelling and animation software package. It was developed internally by Not-A-Number (NaN) for their studio work, but was later released to the general public. Blender is very powerful, and likewise very complex. The Blender Book is a gentle introduction for anyone who is interested not only in getting the most out of Blender, but also for anyone who is curious about 3D graphics.

Chapter by chapter The book starts off with a general overview of what Blender is, how to get it, and why you would want it in the first place. It then gives a very thorough, non-mathematical synopsis of color, 3D graphics, and animation techniques. Chapter 3 begins the Blender-specific topics with a quick overview of the blender interface, culminating in a simple keyframe animation. Chapter 4 introduces the basics of the Blender interface, with descriptions of the different mouse and keyboard functions that Blender uses. Chapter 5 delves into actually modelling objects in Blender, and Chapters 6 and 7 discuss materials and lighting. Chapters 8 deals with path animation, keyframe animation, interpolation curves (IPO curves), and vertex keys. Chapter 9 is a whole chapter about Inverse Kinematics (IKAs), which have been rather troubling for some Blender users. The chapter begins with tutorials for animating a robot arm, and ends with a skeleton animation of a bottle. Chapter 10 discusses particle animation, animating not only a camp fire, but also a rocket with a smoke trail, and a school of fish.

The last sections of the book deal with putting all these concepts together. Chapter 11 introduces the sequence editor, which allows the user to integrate clips with a pretty sophisticated post-production system. The example described in this chapter is a video titling sequence for a beach vacation in Indonesia. Chapter 12 discusses Python scripting in Blender, and how to use it for your animations and as a function plotter. Chapter 13 is the big reward: rendering. Naturally rendering has been discussed before this point, but this chapter contains all the neat tricks which Blender can do with the final rendering. Chapters 14 and 15 are full-scale, top-to-bottom animation and modelling tutorials, which are very useful for both beginners and experts to see how Blender manages to take a project from concept to completion.

The appendices are very well thought out, including a keyboard reference, tips and tricks, command line arguments, a Blender/Python API reference (Overview of Blender Modules), installation instructions, a glossary, and a listing of what's included on the CD. The index is also quite useful, allowing me on several occasions to find information rather quickly.

The pages of the book are very well laid out, with a 10-page full-color insert for those images that need the added benefit of color. The CD-ROM includes the 1.8 version of Blender (an older version, since as of this review Blender is now up to 2.12), and all the .blend files used in creating the animations. It also includes a gallery of the finished animations.

The upshot I have very few gripes with this book after reading it. The Blender Book was published before the program's 2.x series came out. While little in Blender's human interface has changed, it would be nice to have had an addendum for the changes from 1.8 to 2.x. Also, it would have been nice to have this book in full color, but the cost in doing such would have made this book prohibitively expensive.

The Blender Book is a book that I would give (and have given) to any aspiring 3D artist looking to use Blender. With its rich tutorials and its clear explanations of difficult concepts, The Blender Book is the perfect companion for teaching budding and intermediate 3D artists about this exciting and powerful tool.

Chapter Listing:
  1. Introduction
  2. Basics of 3D Graphics
  3. Quick Start
  4. Blender Basics
  5. Modeling Tutorials
  6. Material Tutorials
  7. Light, Shadows, and World Tutorials
  8. Keyframe, Path, Lattice, and Vertex Key Animation Tutorials
  9. Inverse Kinematics Tutorials
  10. Getting Small: Particle Animation Tutorials
  11. The Final Cut: Postproduction
  12. Python Tutorials
  13. The Big Reward: Rendering
  14. Laser Tutorial
  15. Animating a Torpedo Through A School of Fish
  1. Keyboard Commands
  2. Tips, Tricks, and Useful Programs
  3. Command Line Arguments
  4. Overview of Blender Modules
  5. Installing Blender
  6. Glossary
  7. What's on the CD?
  • Index

You can purchase this book at Fatbrain.

8 of 64 comments (clear)

  1. Online Blender Documentation in PDF/html by coockie · · Score: 3

    http://www.blender.nl/gameBlenderDoc

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  2. Re:Actual use? by mav[LAG] · · Score: 3
    The reason this is so long is because my friend swears by Blender, almost entirely because some of it is GPLed, and I have a difficult time convincing him that right now there is no Free equivelent to high end commercial 3D graphics, not by a longshot.

    OK. Slight misunderstanding by your friend. None of Blender is GPLed - it's free as in beer only. Perhaps he was confused about the fact that NaN have released the code for some of the tools they use back into the community as GPLed software. On to your other points...

    I have never heard anything of the sort and I HIGHLY doubt it.

    It's true - almost. Blender was originally written to provide 3d graphics for games and TV commercials in Europe. AFAIK it hasn't been used for any kind of SFX rendering on film - yet.

    1. Poor rendering. Blender doesn't have the quality or features neccesary in its own rendering engine and does not have renderman scene output.

    I think Blender compares very favourably with 3DS Max rendering output. And Blender's Renderman plugin works just fine - through a Python script. It's not complete but that won't take too long. Combine it with BMRT (which I do regularly) and you have a winner.

    The 'Magic Four' described above have many animation features that can aid in about every area of animation. What separates Softimage and Maya from Lightwave and 3DS is for the most part very powerful animation tools.

    Agreed.

    3. Blender's interface is wretched. It is beyond reproach and it pains me to say it, but I cannot think of how it could be any worse. It seems that features were just tacked on an buttons were thrown into the panel. It is not elegant in any way. I have used a lot of different 3d packages so anyone who replies and says 'its great when you get used to it' doesn't understand.

    No doubt about it, it's written by engineers for engineers - not by artists for artists. And yet, once I learnt how everything fits together in the Blender interface, I found it easy to use - which is I think different from "intuitive." Maya is a good example of intuitive - give it to an artist and away they go.

    When stuff needs to be done, and done well, the people under the gun reach for the best tool and Blender isn't it. Maya unlimited costs $16,000 per license. Blender is a low-end program, and could be a good one at that. ... Maybe if it stays around as long as the other programs mentioned here it will aproach the same functionality.

    Agreed - but consider the fact that there are 250 000 users of Blender out there. Not bad for a program less than five years old. Blender is a staggeringly popular tool at graphic design shops and colleges worldwide - because it's free and produces amazing results in a short time. The high-end competition will both benefit and - paradoxically - hurt because of this. They'll benefit from the hordes of students who've been introduced to the basic principles of rendering through Blender and want to go on to the high-end, and they'll hurt because of the momentum of people writing scripts, giving feedback and pushing Blender to its limits, thus improving the program.

    I agree with your main tenet, but it sounds very similar to the arguments that Microsoft used to trot out about Linux a couple of years ago. Unless the high-end boys keep orders of magnitude ahead in terms of fuctionality and start making their prices a little more affordable for students and beginners, they could well be eaten alive by Blender.

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  3. No, don't worry about 2.x by DeadMonkey · · Score: 4

    The Blender Book is about modelling and non-interactive content. At the current stage, for a beginner, using 2.x would just be foolish. Most modelling/animation work done in Blender right now is being done in 1.80, simply because it's a whole lot more reliable and more supported platform-wise.

    Eventually, the tools in 2.x will outweigh the few problems it has and more people will make the switch. As of now, however, The Blender Book is perfectly applicable to the current modelling version ;).
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  4. Blender... by RaeF · · Score: 3

    I tried to use the blender to make 3D graphics, but all i got was a big bloddy mess.... that spinning blade kept getting in the way...

  5. Re:Books about Graphic Software... by Animats · · Score: 3
    Are nice to have, but the only real way to learn *any* Graphic app, be it Photoshop, Maya, or Blender, is to sit down and play with the thing.

    That won't help with Blender. If you just launch it and try to play with it, you won't get anywhere. Download it and try. Not only is it hard to figure out how to do something, often something will seem to happen by accident, and you won't be able to do it again. The mouse interface is not "point, click, and drag"; it uses gestures. Plus there are many, many, function keys, some of which have mouse equivalents.

    I've used Softimage and Maya. They have tough learning curves too, but Blender seems worse.

  6. OT, but.. POV-Ray! by Uberminky · · Score: 3
    I know this is off-topic, but I just thought I'd mention it. I just started playing with POV-Ray this summer, and I've discovered that it's a lot of fun! For those that don't know, POV-Ray is a freeware raytracer that's been around for years and years. This is in my opinion a truly incredible piece of free software. Here's why I think I love it so much: everything is programmed! It has a built-in macro scripting language. This is a Very Cool Thing. For the average Joe this is probably a major drawback, as GUI-oriented modelling makes many things far easier. Also, POV is a raytracer, which is generally not fast enough to render long animations (most people use scanline renderers, I believe). Anyway. I have no artistic talent. I can't draw to save my life. But I can (arguably ;) write code, and thanks to that, I can make beautiful pictures.

    For those that want it, there's a popular (shareware? I've never used it) graphical system for Windows called Moray. It apparently allows you to graphically setup your scene, and it generates the POV source for you to tweak as you see fit.

    I've started working on entries for the Internet Ray Tracing Competition, it's been a lot of fun. The current topic is "Fantasy and Mystic", and is due August 31st. Some of the work done is simply *incredible* (check out Gilles Tran, freaking awesome). Come on you Fantasy and Sci Fi folks, you'll love it. (And you're not required to use POV-Ray for the IRTC, btw, but it's sponsored by the great folks who bring us POV.) Go browse the IRTC galleries, some of the winners are truly stunning.

    And lastly, for those interested, here's my first submission to the IRTC contest (topic: "Insects and Spiders"), it's called Pond Life

    Seriously! Everybody go check it out! No, it's not as easy as lots of other packages. But I must say this is the most fulfilling programming I have ever done. (Probably because my robots don't work yet. ;)

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    The streets shall flow with the blood of the Guberminky.

  7. Books about Graphic Software... by Bonker · · Score: 4

    Are nice to have, but the only real way to learn *any* Graphic app, be it Photoshop, Maya, or Blender, is to sit down and play with the thing.

    Just like a traditional media artist must experiment with brushes and canvas for years before producing, so must a digital artist excecise his tools.

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  8. A bit outdated by stew77 · · Score: 3

    Calli's book is great, but it's already outdated. It doesn't describe any of Blender 2.x advanced features (like the game engine) and IMHO you should consider buying the Blender manual instead (which is much more beautiful and there's also a lot of Calli's work in it - he works for NaN now).
    the manual

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