Intro To Blender
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Estimated completion time: 8-10 weeks
Lessons are in video format with downloadable project files.
Intro To Blender
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Estimated completion time:
8-10 weeks
Lessons are in video format with downloadable project files.
This module provides an A to Z walkthrough of the free open-source 3D software Blender. These lessons focus not only on animation, but introduces students to all other parts of the 3D production pipeline. Such as modeling, texturing, lighting, rigging, and rendering to understand how productions work as a whole.
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By the end, students will not simply be able to use the software, but they'll have a deep understanding of all it's capabilities for use in a variety of different industries.
Lesson 1: Blender Intro
This lesson introduces Blender as the main 3D software used throughout the curriculum and explains why it’s such a powerful, accessible tool for animation students. Students will learn how Blender fits into the larger 3D pipeline, why its free and open-source structure matters, and how to download and install it before moving forward.
Lesson 20: Rigging: Parenting & Constraints
In this lesson, students are introduced to rigging fundamentals in Blender through parenting and constraints, learning how objects can control, follow, limit, or influence one another. They’ll practice building simple parent-child relationships and experimenting with different constraints so they can start understanding the systems behind object-based animation.
Lesson 2: Basics: Interface Overview
This lesson gives students a guided tour of Blender’s interface, key panels, hotkeys, and workspace setup so the software feels less overwhelming from the start. It also walks through recommended keymap and tablet/mouse settings to make navigating, transforming objects, and following future lessons much easier.
Lesson 21: Rigging: Armatures
In this lesson, students learn how Blender armatures and bones work as the foundation for more advanced rigging and character control. They’ll explore bone structure, display options, envelopes, FK vs. IK, bone constraints, custom controls, pole targets, Spline IK, bone collections, and color organization so they can better understand how complex rigs are built and animated.
Lesson 3: Basics: Viewport Navigation
In this lesson, students learn how to confidently move around Blender’s 3D Viewport using tools like orbit, pan, zoom, camera view, orthographic views, Quad View, the numpad, and the 3D cursor. They’ll practice navigating both simple objects and a house model so working in 3D space starts to feel more natural.
Lesson 22: Rigging: Skinning & Weights
In this lesson, students learn how skinning and weight painting connect a mesh to an armature so characters and organic objects can deform naturally. They’ll practice automatic weights, vertex groups, brush tools, falloff settings, and cleanup techniques so they can better understand how rigs influence geometry during animation.
Lesson 4: Basics: Selecting & Transforming
In this lesson, students learn how to select objects in Blender and transform them using move, rotate, scale, snapping, pivot points, transform orientations, and the 3D cursor. They’ll practice manipulating objects in a table scene so they can get comfortable with the core tools used to position and organize anything in 3D space.
Lesson 23: Rigging: Meta-Rigs
In this lesson, students learn how Blender’s Meta-Rigs and Rigify system make character rigging faster by providing ready-made bone structures and controls for humans, animals, and other characters. They’ll explore body movement, joint types, bone placement, rest poses, rig generation, automatic weights, and common setup issues so they can understand the full process of turning a character model into an animatable rig.
Lesson 5: Basics: Object Manipulation
In this lesson, students learn how to manipulate objects in Blender by editing vertices, edges, faces, curves, surfaces, metaballs, and text. They’ll explore key tools like Edit Mode, proportional editing, selection menus, deleting, extruding, merging, and curve controls so they can start reshaping objects with more confidence.
Lesson 24: Rigging: Controls & Customizations
In this lesson, students learn how Rigify controllers work and how they make character animation much easier by organizing complex bone systems into usable controls. They’ll explore controller properties, FK/IK switching, rig layers, custom bone shapes, color sets, and the main control groups so they feel more prepared to animate a fully rigged character.
Lesson 6: Basics: Collections
In this lesson, students learn how to use Collections in Blender to organize objects, manage visibility, control render settings, and keep complex scenes easier to work with. They’ll explore the Outliner, collection options, restriction toggles, and filtering tools so their projects stay clean and manageable as they grow.
Lesson 25: Rigging: Character Rigging
In this lesson, students bring together the full rigging workflow by fitting a Meta-Rig to a character, generating controls, connecting separate elements like eyes, teeth, tongue, and hair, and customizing the rig for easier animation. They’ll also refine the character through weight painting and final control adjustments so the finished rig is ready for animation.
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Lesson 7: Basics: Working w/ Workspaces
In this lesson, students get a guided tour of Blender’s different workspaces and how each layout supports a specific part of the 3D production pipeline, from modeling and sculpting to shading, animation, rendering, and compositing. They’ll learn which workspaces matter most for animation while getting a basic understanding of how the rest of Blender’s tools fit into the bigger picture.
Lesson 26: Animation: Frame Rate & Time
In this lesson, students are introduced to animation timing in Blender by learning how frame rate, playback settings, and the timeline work together to create motion. They’ll explore 24fps, timeline controls, audio importing, markers, frame ranges, and playback options so they’re ready to start keyframing in the next lesson.
Lesson 8: Modeling: Toolbox
In this lesson, students are introduced to Blender’s core modeling tools and learn how to use features like extrude, inset, bevel, loop cut, knife, smooth, and more to shape and refine geometry. They’ll experiment with these tools on different objects and set up a TurboSquid account so they can begin working with real 3D models in future lessons.
Lesson 27: Animation: Keyframes
In this lesson, students learn what keyframes are and how they are used in Blender to create animation over time. They’ll practice setting, deleting, copying, moving, labeling, and auto-keying keyframes so they can start building simple animated motion with confidence.
Lesson 9: Modeling: Advanced Tools
In this lesson, students go beyond Blender’s basic modeling toolbox and explore more advanced tools found in the Vertex, Edge, and Face menus. They’ll experiment with techniques like beveling, bridging, subdividing, filling, triangulating, booleans, smoothing, and creasing so they can better understand different ways to modify and refine 3D models.
Lesson 28: Animation: Dope Sheet
In this lesson, students learn how the Dope Sheet gives them a deeper way to view, organize, and edit keyframes beyond the basic timeline. They’ll practice working with channels, interpolation, handle types, actions, and a bouncing ball exercise so they can better control timing and animation data in Blender.
Lesson 10: Modeling: Construct & Deconstruct
In this lesson, students apply Blender’s modeling tools to a more complex excavator model, practicing how to construct, adjust, and deconstruct geometry using techniques like deleting, ripping, bridging, beveling, booleans, and proportional editing. They’ll also learn the difference between hard-surface and organic modeling while building a better understanding of topology and how clean geometry affects a 3D model.
Lesson 29: Animation: Nonlinear Animation Editor
In this lesson, students learn how Blender’s Nonlinear Animation Editor lets them organize, layer, blend, and reuse multiple animations as editable action strips. They’ll practice creating separate actions, pushing them into the NLA Editor, adjusting timing, mixing tracks, and baking animation so they can better manage more complex animated sequences.
Lesson 11: Modeling: Modifiers
In this lesson, students learn how Blender modifiers work as flexible, non-destructive tools for editing, generating, deforming, and refining objects. They’ll explore a wide range of modifiers through hands-on examples so they can better understand how to create complex effects, clean up geometry, and build more capable animation-ready scenes.
Lesson 30: Animation: Graph Editor
In this lesson, students learn how the Graph Editor gives them deeper control over animation by showing how values change over time through F-Curves. They’ll practice adjusting handles, interpolation, easing, curve modifiers, and dynamic effects so they can create motion that feels more natural, weighted, and polished.
Lesson 12: Modeling: Useful Shapes
In this lesson, students learn how to create useful shapes and quick geometry in Blender, including sweep curves, custom curves, vector-based objects, circular arrays, path objects, and randomized object layouts. They’ll practice building flexible scene elements and simple props so they can become more self-sufficient when creating or modifying objects for animation projects.
Lesson 31: Effects: Effects & Physics
In this lesson, students get a broad introduction to Blender’s effects and physics tools, including rigid bodies, particles, forces, soft bodies, cloth, dynamic paint, fluids, fire, smoke, and ocean simulations. They’ll learn how procedural systems can create complex natural motion that would be difficult to keyframe by hand, giving them a better sense of what’s possible for enhancing 3D animation projects.
Lesson 13: Modeling: Sculpting Tools
In this lesson, students get introduced to Blender’s Sculpt Mode and learn how different brush tools can push, pull, smooth, paint, mask, and deform geometry. They’ll experiment with sculpting brushes and Dyntopo so they can better understand how mesh can be shaped more organically, even if modeling is not their main focus as animators.
Lesson 32: Cameras: Cameras
In this lesson, students learn how cameras work in Blender and how framing, focal length, depth of field, safe areas, and camera views shape the way an animation is presented. They’ll practice positioning cameras, adjusting lens settings, and exploring different angles so they can use camerawork to strengthen storytelling, scale, and visual impact.
Lesson 14: Shaders & Textures: Shader Editor
In this lesson, students are introduced to Blender’s Shader Editor and learn how materials, nodes, viewport shading modes, image textures, world shaders, and render engines work together to define the look of 3D objects. They’ll experiment with nodes like Principled BSDF, image textures, color controls, bump, displacement, and other shader types so they can start building their own materials with more confidence.
Lesson 33: Cameras: Movement
In this lesson, students learn how to animate cameras in Blender and use shot types, camera rigs, camera switching, walk/fly navigation, and motion tracking concepts to create more dynamic scenes. They’ll practice building camera angles and cuts for an animated sequence so the final presentation feels more cinematic and intentional.
Lesson 15: Shaders & Textures: Texture Tools
In this lesson, students learn how to control and apply image textures, normal maps, bump maps, and procedural textures inside Blender. They’ll also explore BlenderKit as a resource for finding ready-made materials, helping them create better-looking scenes faster without needing to build every shader from scratch.
Lesson 34: Rendering: Settings
In this lesson, students learn how rendering works in Blender and how Workbench, Eevee, and Cycles each create different types of final images. They’ll explore key render settings, lighting behavior, sampling, ray tracing, motion blur, culling, and third-party render engines so they can start producing cleaner, more polished renders for their animation projects.
Lesson 16: Shaders & Textures: Unwrapping
In this lesson, students learn how UV unwrapping works in Blender and how 2D texture maps connect to 3D geometry. They’ll practice using seams, projection methods, UV editing tools, and texture coordinates so they can place, adjust, and control textures more accurately on their models.
Lesson 35: Rendering: Passes & Output
In this lesson, students learn how to render final image sequences from Blender using passes, Multi-Layer EXR files, high-res PNGs, playblasts, and export settings for compositing in After Effects. They’ll also explore render regions, metadata, 3D data export, and render farms so they understand how Blender output fits into a professional post-production pipeline.
Lesson 17: Shaders & Textures: Texture Painting
In this lesson, students learn how to use Blender’s Texture Paint workflow to paint directly onto 3D models and their UV maps. They’ll practice setting up paintable textures, using brushes, masks, local view, and texture-based brush settings so they can add more custom detail to organic models.
Lesson 36: Rendering: Styles
In this lesson, students explore different render styles in Blender, including Freestyle outlines, toon shaders, comic-style shaders, and low-poly looks. They’ll experiment with stylized rendering tools and artist-made shader resources so they can create more unique visual directions beyond standard realistic renders.
Lesson 18: Lighting: Light & Shadow
In this lesson, students learn how Blender’s different light types work and how each one affects the mood, visibility, and shadows in a scene. They’ll experiment with point, spot, area, and sun lights while adjusting real-time shadow settings to better understand how lighting can support storytelling and visual clarity.
Lesson 37: Software Parallels: Maya
In this lesson, students get a beginner-friendly comparison of Autodesk Maya and Blender so they can see how familiar 3D fundamentals carry across different software. They’ll explore Maya’s interface, navigation, modeling, shaders, rigging, animation, dynamics, rendering, and cross-platform file formats so Maya feels less intimidating if they encounter it in a studio workflow.
Lesson 19: Lighting: Lighting Setups
In this lesson, students learn how to create practical lighting setups in Blender, starting with classic three-point lighting and expanding into more dramatic scene-based approaches. They’ll practice lighting single characters, multiple characters, and full environments so they can use light and shadow to guide attention, set mood, and support storytelling.
Lesson 38: Software Parallels: Cinema 4D
In this lesson, students get a beginner-friendly comparison of Cinema 4D and Blender so they can see how the same 3D fundamentals carry across different software. They’ll explore Cinema 4D’s interface, navigation, modeling, materials, animation, dynamics, MoGraph, rendering, and file-sharing options so the software feels more familiar and less intimidating.
Lesson 1: Blender Intro
This lesson introduces Blender as the main 3D software used throughout the curriculum and explains why it’s such a powerful, accessible tool for animation students. Students will learn how Blender fits into the larger 3D pipeline, why its free and open-source structure matters, and how to download and install it before moving forward.
Lesson 2: Basics: Interface Overview
This lesson gives students a guided tour of Blender’s interface, key panels, hotkeys, and workspace setup so the software feels less overwhelming from the start. It also walks through recommended keymap and tablet/mouse settings to make navigating, transforming objects, and following future lessons much easier.
Lesson 3: Basics: Viewport Navigation
In this lesson, students learn how to confidently move around Blender’s 3D Viewport using tools like orbit, pan, zoom, camera view, orthographic views, Quad View, the numpad, and the 3D cursor. They’ll practice navigating both simple objects and a house model so working in 3D space starts to feel more natural.
Lesson 4: Basics: Selecting & Transforming
In this lesson, students learn how to select objects in Blender and transform them using move, rotate, scale, snapping, pivot points, transform orientations, and the 3D cursor. They’ll practice manipulating objects in a table scene so they can get comfortable with the core tools used to position and organize anything in 3D space.
Lesson 5: Basics: Object Manipulation
In this lesson, students learn how to manipulate objects in Blender by editing vertices, edges, faces, curves, surfaces, metaballs, and text. They’ll explore key tools like Edit Mode, proportional editing, selection menus, deleting, extruding, merging, and curve controls so they can start reshaping objects with more confidence.
Lesson 6: Basics: Collections
In this lesson, students learn how to use Collections in Blender to organize objects, manage visibility, control render settings, and keep complex scenes easier to work with. They’ll explore the Outliner, collection options, restriction toggles, and filtering tools so their projects stay clean and manageable as they grow.
Lesson 7: Basics: Working w/ Workspaces
In this lesson, students get a guided tour of Blender’s different workspaces and how each layout supports a specific part of the 3D production pipeline, from modeling and sculpting to shading, animation, rendering, and compositing. They’ll learn which workspaces matter most for animation while getting a basic understanding of how the rest of Blender’s tools fit into the bigger picture.
Lesson 8: Modeling: Toolbox
In this lesson, students are introduced to Blender’s core modeling tools and learn how to use features like extrude, inset, bevel, loop cut, knife, smooth, and more to shape and refine geometry. They’ll experiment with these tools on different objects and set up a TurboSquid account so they can begin working with real 3D models in future lessons.
Lesson 9: Modeling: Advanced Tools
In this lesson, students go beyond Blender’s basic modeling toolbox and explore more advanced tools found in the Vertex, Edge, and Face menus. They’ll experiment with techniques like beveling, bridging, subdividing, filling, triangulating, booleans, smoothing, and creasing so they can better understand different ways to modify and refine 3D models.
Lesson 10: Modeling: Construct & Deconstruct
In this lesson, students apply Blender’s modeling tools to a more complex excavator model, practicing how to construct, adjust, and deconstruct geometry using techniques like deleting, ripping, bridging, beveling, booleans, and proportional editing. They’ll also learn the difference between hard-surface and organic modeling while building a better understanding of topology and how clean geometry affects a 3D model.
Lesson 11: Modeling: Modifiers
In this lesson, students learn how Blender modifiers work as flexible, non-destructive tools for editing, generating, deforming, and refining objects. They’ll explore a wide range of modifiers through hands-on examples so they can better understand how to create complex effects, clean up geometry, and build more capable animation-ready scenes.
Lesson 12: Modeling: Useful Shapes
In this lesson, students learn how to create useful shapes and quick geometry in Blender, including sweep curves, custom curves, vector-based objects, circular arrays, path objects, and randomized object layouts. They’ll practice building flexible scene elements and simple props so they can become more self-sufficient when creating or modifying objects for animation projects.
Lesson 13: Modeling: Sculpting Tools
In this lesson, students get introduced to Blender’s Sculpt Mode and learn how different brush tools can push, pull, smooth, paint, mask, and deform geometry. They’ll experiment with sculpting brushes and Dyntopo so they can better understand how mesh can be shaped more organically, even if modeling is not their main focus as animators.
Lesson 14: Shaders & Textures: Shader Editor
In this lesson, students are introduced to Blender’s Shader Editor and learn how materials, nodes, viewport shading modes, image textures, world shaders, and render engines work together to define the look of 3D objects. They’ll experiment with nodes like Principled BSDF, image textures, color controls, bump, displacement, and other shader types so they can start building their own materials with more confidence.
Lesson 15: Shaders & Textures: Texture Tools
In this lesson, students learn how to control and apply image textures, normal maps, bump maps, and procedural textures inside Blender. They’ll also explore BlenderKit as a resource for finding ready-made materials, helping them create better-looking scenes faster without needing to build every shader from scratch.
Lesson 16: Shaders & Textures: Unwrapping
In this lesson, students learn how UV unwrapping works in Blender and how 2D texture maps connect to 3D geometry. They’ll practice using seams, projection methods, UV editing tools, and texture coordinates so they can place, adjust, and control textures more accurately on their models.
Lesson 17: Shaders & Textures: Texture Painting
In this lesson, students learn how to use Blender’s Texture Paint workflow to paint directly onto 3D models and their UV maps. They’ll practice setting up paintable textures, using brushes, masks, local view, and texture-based brush settings so they can add more custom detail to organic models.
Lesson 18: Lighting: Light & Shadow
In this lesson, students learn how Blender’s different light types work and how each one affects the mood, visibility, and shadows in a scene. They’ll experiment with point, spot, area, and sun lights while adjusting real-time shadow settings to better understand how lighting can support storytelling and visual clarity.
Lesson 19: Lighting: Lighting Setups
In this lesson, students learn how to create practical lighting setups in Blender, starting with classic three-point lighting and expanding into more dramatic scene-based approaches. They’ll practice lighting single characters, multiple characters, and full environments so they can use light and shadow to guide attention, set mood, and support storytelling.
Lesson 20: Rigging: Parenting & Constraints
In this lesson, students are introduced to rigging fundamentals in Blender through parenting and constraints, learning how objects can control, follow, limit, or influence one another. They’ll practice building simple parent-child relationships and experimenting with different constraints so they can start understanding the systems behind object-based animation.
Lesson 21: Rigging: Armatures
In this lesson, students learn how Blender armatures and bones work as the foundation for more advanced rigging and character control. They’ll explore bone structure, display options, envelopes, FK vs. IK, bone constraints, custom controls, pole targets, Spline IK, bone collections, and color organization so they can better understand how complex rigs are built and animated.
Lesson 22: Rigging: Skinning & Weights
In this lesson, students learn how skinning and weight painting connect a mesh to an armature so characters and organic objects can deform naturally. They’ll practice automatic weights, vertex groups, brush tools, falloff settings, and cleanup techniques so they can better understand how rigs influence geometry during animation.
Lesson 23: Rigging: Meta-Rigs
In this lesson, students learn how Blender’s Meta-Rigs and Rigify system make character rigging faster by providing ready-made bone structures and controls for humans, animals, and other characters. They’ll explore body movement, joint types, bone placement, rest poses, rig generation, automatic weights, and common setup issues so they can understand the full process of turning a character model into an animatable rig.
Lesson 24: Rigging: Controls & Customizations
In this lesson, students learn how Rigify controllers work and how they make character animation much easier by organizing complex bone systems into usable controls. They’ll explore controller properties, FK/IK switching, rig layers, custom bone shapes, color sets, and the main control groups so they feel more prepared to animate a fully rigged character.
Lesson 25: Rigging: Character Rigging
In this lesson, students bring together the full rigging workflow by fitting a Meta-Rig to a character, generating controls, connecting separate elements like eyes, teeth, tongue, and hair, and customizing the rig for easier animation. They’ll also refine the character through weight painting and final control adjustments so the finished rig is ready for animation.
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Lesson 26: Animation: Frame Rate & Time
In this lesson, students are introduced to animation timing in Blender by learning how frame rate, playback settings, and the timeline work together to create motion. They’ll explore 24fps, timeline controls, audio importing, markers, frame ranges, and playback options so they’re ready to start keyframing in the next lesson.
Lesson 27: Animation: Keyframes
In this lesson, students learn what keyframes are and how they are used in Blender to create animation over time. They’ll practice setting, deleting, copying, moving, labeling, and auto-keying keyframes so they can start building simple animated motion with confidence.
Lesson 28: Animation: Dope Sheet
In this lesson, students learn how the Dope Sheet gives them a deeper way to view, organize, and edit keyframes beyond the basic timeline. They’ll practice working with channels, interpolation, handle types, actions, and a bouncing ball exercise so they can better control timing and animation data in Blender.
Lesson 29: Animation: Nonlinear Animation Editor
In this lesson, students learn how Blender’s Nonlinear Animation Editor lets them organize, layer, blend, and reuse multiple animations as editable action strips. They’ll practice creating separate actions, pushing them into the NLA Editor, adjusting timing, mixing tracks, and baking animation so they can better manage more complex animated sequences.
Lesson 30: Animation: Graph Editor
In this lesson, students learn how the Graph Editor gives them deeper control over animation by showing how values change over time through F-Curves. They’ll practice adjusting handles, interpolation, easing, curve modifiers, and dynamic effects so they can create motion that feels more natural, weighted, and polished.
Lesson 31: Effects: Effects & Physics
In this lesson, students get a broad introduction to Blender’s effects and physics tools, including rigid bodies, particles, forces, soft bodies, cloth, dynamic paint, fluids, fire, smoke, and ocean simulations. They’ll learn how procedural systems can create complex natural motion that would be difficult to keyframe by hand, giving them a better sense of what’s possible for enhancing 3D animation projects.
Lesson 32: Cameras: Cameras
In this lesson, students learn how cameras work in Blender and how framing, focal length, depth of field, safe areas, and camera views shape the way an animation is presented. They’ll practice positioning cameras, adjusting lens settings, and exploring different angles so they can use camerawork to strengthen storytelling, scale, and visual impact.
Lesson 33: Cameras: Movement
In this lesson, students learn how to animate cameras in Blender and use shot types, camera rigs, camera switching, walk/fly navigation, and motion tracking concepts to create more dynamic scenes. They’ll practice building camera angles and cuts for an animated sequence so the final presentation feels more cinematic and intentional.
Lesson 34: Rendering: Settings
In this lesson, students learn how rendering works in Blender and how Workbench, Eevee, and Cycles each create different types of final images. They’ll explore key render settings, lighting behavior, sampling, ray tracing, motion blur, culling, and third-party render engines so they can start producing cleaner, more polished renders for their animation projects.
Lesson 35: Rendering: Passes & Output
In this lesson, students learn how to render final image sequences from Blender using passes, Multi-Layer EXR files, high-res PNGs, playblasts, and export settings for compositing in After Effects. They’ll also explore render regions, metadata, 3D data export, and render farms so they understand how Blender output fits into a professional post-production pipeline.
Lesson 36: Rendering: Styles
In this lesson, students explore different render styles in Blender, including Freestyle outlines, toon shaders, comic-style shaders, and low-poly looks. They’ll experiment with stylized rendering tools and artist-made shader resources so they can create more unique visual directions beyond standard realistic renders.
Lesson 37: Software Parallels: Maya
In this lesson, students get a beginner-friendly comparison of Autodesk Maya and Blender so they can see how familiar 3D fundamentals carry across different software. They’ll explore Maya’s interface, navigation, modeling, shaders, rigging, animation, dynamics, rendering, and cross-platform file formats so Maya feels less intimidating if they encounter it in a studio workflow.
Lesson 38: Software Parallels: Cinema 4D
In this lesson, students get a beginner-friendly comparison of Cinema 4D and Blender so they can see how the same 3D fundamentals carry across different software. They’ll explore Cinema 4D’s interface, navigation, modeling, materials, animation, dynamics, MoGraph, rendering, and file-sharing options so the software feels more familiar and less intimidating.