Crashsune Academy - Part 1
video · beginner3D Viewport basics and getting comfortable moving around Blender.
helped me learn the basic view controls before trying to animate anything.
click a section to expand it, or search for a keyword.
Main workspace for viewing the scene, selecting objects and working with rig controls.
Use Numpad . to centre the view on the selected object or control.
These controls move the view, not the object.
Perspective: objects further away appear smaller.
Orthographic: removes perspective distortion and is useful for alignment.
Rain's CloudRig controls can appear in the N sidebar.
The 3D Cursor is a movable reference point used for snapping, adding objects and transforms.
Shift + S -> Cursor to World Origin resets it to the centre.
Backspace can reset a numerical field when the cursor is over it.
Alt + G clears location. Alt + R clears rotation.
Holdout removes an area from the rendered alpha. It is different from normal material transparency.
Press X, Y or Z after starting a transform to lock it to that axis.
A number can be typed for an exact value.
LMB confirms. RMB or Esc cancels.
A keyframe stores a value at a specific frame. Blender calculates the movement between keyed values.
I is the main shortcut for inserting keyframes. K is used for Keying Sets.
Basic overview of animation timing.
Select multiple keyframes and press S to spread them apart or move them closer together.
P + drag sets a temporary playback range. Alt + P clears it.
Sync to Audio is useful when audio timing matters more than displaying every viewport frame.
Course note: 24 fps with motion blur / 30 fps without motion blur.
A more detailed view of animation timing and keyframes.
The left side lists animated objects and properties. Expanding a channel can show location, rotation, bones and other animation data.
Ctrl + G groups selected animation channels.
With the mouse over the Dope Sheet, Ctrl + Tab switches that editor to the Graph Editor.
Timeline = quick timing overview. Dope Sheet = more detailed keyframe organisation.
Displays animated values as curves over time.
X axis: time / Y axis: value
Select keyframes and press T to choose the interpolation type.
Bezier handles control the shape of the curve. V opens the Handle Type menu.
Modifiers change F-Curves without manually adding more keyframes.
Displays curves with different value ranges at a comparable scale. Useful for viewing and editing.
Repeats an animation curve. Useful for looping animation such as walk cycles.
Holds a value for a set number of frames before updating. Useful for deliberately stepped motion.
A project can still run at 24 fps while a pose only changes every 2 frames.
Practice character rig used for the animation lessons.
When working directly inside the Rain file: select the armature and enter Pose Mode.
Object Mode: moves the entire rig or object.
Pose Mode: manipulates rig controls and bones.
With an armature selected, Ctrl + Tab can switch into Pose Mode.
Copying a pose in Pose Mode is different from copying animation keyframes between channels.
Rig Layers show or hide groups of rig controls, such as face, arms, fingers, IK and FK controls.
Forward Kinematics. Controls are rotated down the chain: shoulder -> upper arm -> forearm -> hand.
Useful for free-swinging limbs and rotational movement.
Inverse Kinematics. Move the hand or foot controller and Blender calculates the rest of the chain.
Useful when a hand or foot needs to stay planted.
FK: rotate the limb.
IK: place the hand or foot.
Motion Paths show the route a bone or object travels through the frames. Useful for checking animation arcs.
You can also use the camera icon to view the world through the active camera.
Use timeline markers to choose when different cameras appear during the animation.
Select the camera, then use Marker -> Bind Camera to Markers on the frame where you want that camera to take over.
Light -> Shadow -> Contact Shadows can add realism, but comes with a performance cost.
Spotlight blend can be adjusted to make the edge of the light sharper or softer.
Used in Eevee for materials like glass, water or other transparent surfaces that need to distort what is behind them.
Enable Screen Space Reflections in Render Properties, then enable Screen Space Refraction in the material's settings.
Because it only uses information currently visible on screen, objects outside the camera view may not appear correctly through the refractive material.
Materials control how the surface of an object looks and reacts to light.
The Principled BSDF shader is the main all-purpose shader and includes most of the settings needed for common materials.
For glass or transparent materials in Eevee, the material settings and render settings both need to support transparency or refraction.
Shutter: controls how much blur appears in the motion.
Steps: controls quality. For a final render, around 2 or 3 was suggested in the lesson.
Under Film, enable transparency to make the background transparent when rendered.
Standard: for stylised characters and scenes.
Filmic: for more realistic scenes.
View -> Render Animation can be used for a quick render, but does not include motion blur.
In Output Properties, the default output can be /tmp, but this can be changed to wherever you want the render files saved.
Render -> Render Animation renders the full animation and ignores a preview range set on the timeline.
It can export the animation as a PNG image sequence.
MPEG video does not support transparency.
24 fps: standard. It can look stuttery without motion blur.
30 fps: more suited for game animation.
Rendering as an image sequence such as PNG with RGBA is useful when transparency is needed.
The image sequence can be imported into Premiere Pro or other video software and assembled into a sequence for editing.
W cycles through the different selection tools.
For an exact 90 degree rotation, use R + axis + 90.
To bridge an empty gap, select the surrounding edges and use Ctrl + E -> Bridge Edge Loops.
Merge at Last merges vertices to the last vertex selected. Merge at First uses the first vertex selected.
Add a Mirror modifier from the wrench tab.
The symmetry controls opened from the N panel can mirror edits across different axes.
To turn a mirrored result into a full object, apply the modifier in Object Mode.
S + X + -1 flips something across the X axis.
Select the faces you want to separate, press P, then choose Selection.
Faces and vertices cannot be selected normally while X-Ray mode is on.
Many game engines recommend texture sizes using powers of 2, such as 128, 256, 512, 1024, 2048 and 4096.
Start with flat colours to work out where colours and details should go, then build more detail into the UV map gradually.
Select the faces you want to texture, press U, then choose Project from View.
The selected faces / vertices will appear over the texture in the UV Editor so they can be lined up.
For easier access while UV editing a mirrored model, the realtime display for the modifier can be temporarily disabled.
In Object Mode, select the object and armature, then use Ctrl + P -> Armature Deform with Automatic Weights.
Selecting the bones and pressing Ctrl + Tab enters Pose Mode.
Alt + R resets bone rotation.
Leave a slight bend in arms and legs in the direction they are meant to bend.
In Armature Data under Rigify, choose Generate Rig.
The meta-rig can then be hidden while the generated rig is bound to the model.
Select all model objects, then the generated rig, and use Ctrl + P -> Armature Deform with Automatic Weights.
The generated rig can be rebuilt later. Hide the generated rig, unhide the meta-rig, adjust it in Edit Mode and choose Re-generate Rig.
In Object Mode, select an object and switch the mode dropdown to Weight Paint.
Vertex groups can be viewed under Object Data.
Red means more influence from the selected bone. Blue means less influence.
The Weight slider changes how much influence is painted. Strength works like the opacity of the brush.
Auto Normalize removes weight from other bones as weight is added, helping prevent several bones from adding up to more than 100% influence.
In Pose Mode, the DEF bone collection can be isolated to see the deformation bones.
With the rig and model selected in Weight Paint Mode, Alt + left click a bone to view its vertex group.
Switched from Blender 4.0 to Blender 4.2.1 LTS during this part of the course.
Select the object and custom bone, then use Ctrl + P -> Armature Deform. Empty Groups or Automatic Weights can be used depending on the setup.
Weight paint the area that should be controlled by the new bone.
Under the bone's Relations settings, choose the parent bone with the strongest influence over that area.
A relationship line appears once they are connected.
This setup can be used for things like hair, tails and ears that need secondary motion.
Enable the Node Wrangler add-on.
Select the face texture image node and press Ctrl + T to add Mapping and Texture Coordinate nodes.
Add Combine XYZ nodes and change their X values so each one points to a different expression on the texture.
Shift + D duplicates nodes. Number fields can also use multiplication, for example by typing an asterisk and a number.
Mix nodes can be chained together, with each expression connected as the next input.
To avoid a sliding transition between expressions, the lesson uses a Value node with Greater Than math nodes connected to each Mix factor.
Move the Value node to switch between the expressions.
A simpler setup suggested in the comments uses one Value node for the face count, then Clamp, Round and Multiply math before feeding the result into the texture offset / mix setup.
Right click the Value node's number and choose Add Driver, then edit the driver.
If the control is moving in the wrong direction, check the bone axes and set its Roll back to 0.
The driver expression can be multiplied, such as var * 10, so less movement is needed to change expression.
Add a Limit Location bone constraint and lock the X and Y minimum / maximum values.
Use Local Space, set the minimum Z to 0 and set the maximum Z to the position of the final expression.
Duplicate the face material for the mouth, assign it to the mouth faces and give it its own texture driver.
Duplicate the face control bone to create separate Eye_Control and Mouth_Control bones.
Point each material driver's bone setting at its matching control.
Set the face control bones' parent under Bone Properties -> Relations to the head deformation bone used in the tutorial, so the controls follow the head when it rotates.
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
Transforms and the basics of adding keyframes.
G R and S shortcuts started coming naturally to me!
Timeline workflow, moving and duplicating keys, markers, preview ranges and playback.
good for understanding basic animation timing.
The Dope Sheet and organising animation channels.
helped me understand the difference between the basic Timeline and a more detailed keyframe view.
The Graph Editor, curves, interpolation and animation handles.
this is still a little confusing, so i'll be coming back to this later
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.
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.
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!
Part 1 of Crashsune Academy's low poly character modelling series.
Part 2 of Crashsune Academy's low poly character modelling series.
Part 3 of Crashsune Academy's low poly character modelling series.
Part 4 of Crashsune Academy's low poly character modelling series.
Part 5 of Crashsune Academy's low poly character modelling series.
Part 6 of Crashsune Academy's low poly character modelling series.
Part 7 of Crashsune Academy's low poly character modelling series.
Part 8 of Crashsune Academy's low poly character modelling series.
Part 9 of Crashsune Academy's low poly character modelling series.
Part 10 of Crashsune Academy's low poly character modelling series.
Part 11 of Crashsune Academy's low poly character modelling series. Final lesson in the series.
A Crashsune Academy tutorial for animating a low poly model in Blender.
this was an amazing tutorial as a beginner animator in 3D/blender!
A rigging explainer recommended during the Crashsune low poly course.
saved for extra help understanding how character rigs work.
A Blender rigging tutorial recommended during the Crashsune low poly course.
another reference for getting more comfortable with rigging.
A tutorial for animating facial expressions using a 2D texture in Blender.
saved as a reference for the 2D face animation setup from the low poly course.
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
