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girllearns3D

Crashsune Academy - Blender Animation (complete)13 videos

3D Viewport basics and getting comfortable moving around Blender.

helped me learn the basic view controls before trying to animate anything.

Blender's interface, panels, the 3D Cursor and where different controls live.

made the interface not so confusing

Crashsune Academy - Part 3

video · animation

Transforms and the basics of adding keyframes.

G R and S shortcuts started coming naturally to me!

Crashsune Academy - Part 4

video · animation

Timeline workflow, moving and duplicating keys, markers, preview ranges and playback.

good for understanding basic animation timing.

Crashsune Academy - Part 5

video · animation

The Dope Sheet and organising animation channels.

helped me understand the difference between the basic Timeline and a more detailed keyframe view.

Crashsune Academy - Part 6

video · animation

The Graph Editor, curves, interpolation and animation handles.

this is still a little confusing, so i'll be coming back to this later

Crashsune Academy - Part 7

video · animation

Animation modifiers and dynamic effects, including repeating and stepped motion.

useful for seeing how Blender can change motion without manually adding a million extra keys!

Importing and posing characters.

the point where the interface + keyframe stuff starts getting applied to an actual character rig.

Crashsune Academy - Part 9

video · rigging / posing

Rig layers, IK vs FK and motion paths.

helping me understand (very slowly) when i should be using IK or FK. still figuring this out!

Camera controls, moving through camera view and setting up camera cuts with timeline markers.

useful for setting up shots and switching between cameras during an animation.

Lighting basics, contact shadows and working with point, sun and spot lights.

covered the basics of lighting a scene and adjusting the softness of a spotlight.

Crashsune Academy - Part 12

video · rendering

Render settings, motion blur, transparency and colour management.

helped make the render settings a lot easier to understand.

Final rendering, output formats, frame rate and exporting image or video sequences.

the final lesson in the series!

Crashsune Academy - Low Poly Character Modelling (complete)11 videos
how to make a low poly model - step by step refresher13 steps

step 01 - set up the file

refresher · setup
  • Use Blender 4.2.1 LTS.
  • Change Colour Management from AgX to Standard.
  • Save with Ctrl + S.
  • Use Ctrl + Alt + S when you want to save another version of the file.
  • Enable Rigify if you plan to rig the character later.
  • Add a Human Meta Rig as a rough size reference if needed.

step 02 - start modelling

refresher · modelling
  • Use Tab to switch between Object Mode and Edit Mode.
  • Use vertex, edge and face select depending on what you need to edit.
  • Use Numpad 1 for front view and Numpad 3 for side view.
  • Build the shape using edge loops, extrude and bevel.
  • Use Alt + Z for X-Ray when you need to select through the model.

step 03 - use symmetry

refresher · modelling
  • Add a Mirror modifier so you only need to model one side.
  • Use symmetry controls where useful.
  • Keep proportional editing off if it is getting in the way.
  • When the mirrored model is finished, apply the Mirror modifier to turn it into complete geometry.

step 04 - clean up the mesh

refresher · mesh
  • Merge vertices with M where necessary.
  • Use Bridge Edge Loops to connect gaps between loops.
  • Press F to fill an empty boundary with a face.
  • Use Ctrl + J if separate objects need to become one object.
  • Use P -> Selection if part of an object needs to become separate.

step 05 - plan the texture

refresher · texture
  • Use a power-of-2 texture size such as 256, 512, 1024 or 2048.
  • Start with flat colours.
  • Work out where the main colours and details need to sit before adding lots of detail.

step 06 - create the material

refresher · material
  • Select the object and make a new material.
  • Change the surface to Emission.
  • Open the Shader Editor.
  • Add the image texture and connect its colour to the Emission shader.
  • Switch to Rendered view so you can see the texture on the model.

step 07 - UV map the model

refresher · UV
  • Open the UV Editing workspace.
  • Select the faces you want to map.
  • Press U and choose Project from View where appropriate.
  • Move and scale the UVs over the texture.
  • Repeat for the different parts of the model.
  • Avoid unwanted overlapping UVs if the model may be used in a game engine.

step 08 - set up the armature

refresher · rigging
  • Add a Basic Human Meta-Rig with Rigify.
  • Turn on In Front so you can see the bones through the character.
  • Line the skeleton up with the model.
  • Leave a slight bend in arms and legs in the direction they should bend.
  • Apply scale or transforms before generating the rig.
  • Generate the Rigify rig.

step 09 - bind the character to the rig

refresher · rigging
  • Select all the character objects.
  • Select the generated rig last.
  • Use Ctrl + P -> Armature Deform with Automatic Weights.
  • Enter Pose Mode and test the controls.
  • Look for parts of the model being influenced by the wrong bones.

step 10 - fix the weights

refresher · weight paint
  • Select the object and enter Weight Paint Mode.
  • Check the relevant vertex groups.
  • Red means stronger influence and blue means weaker influence.
  • Paint the correct influence onto each area.
  • Use symmetry where useful.
  • Turn on Auto Normalize to help prevent conflicting bone influence.

step 11 - add extra bones if needed

refresher · secondary motion
  • Add custom bones for hair, ears, tails or other secondary motion.
  • Put them into a useful bone collection.
  • Parent the new bone to an appropriate existing bone.
  • Bind and weight paint the object that the new bone should control.

step 12 - set up the 2D face

refresher · face animation
  • Make a separate face material.
  • Assign it to the face geometry that will animate.
  • Project the face UVs onto the expression texture.
  • Use Mapping and Combine XYZ nodes to position the different expressions.
  • Use the Value and Mix setup to switch expressions without sliding between them.

step 13 - create face controls

refresher · drivers
  • Add a face control bone.
  • Add a driver to the expression Value node.
  • Set the driver to use the control bone's local Z location.
  • Limit the bone so it only moves along the intended axis.
  • Duplicate the setup if you want separate eye and mouth controls.
  • Parent the controls to the head so they follow it.
Crashsune Academy - Low Poly Animation 1 video
recommended videos from my notes3 videos
3D Models I Use2 models

The character rig i'm using while following the Crashsune animation lessons.

a complete character rig to practise posing, rig controls and animation.

The model used during the lighting lesson.

used to practise lighting and render settings.

+

more to be added as i progress

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