Animation Basics with Blender 3D
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Learn about Animation Tools and Techniques in Blender 3d
Animation is the art of creating moving images with the use of computers or by more traditional means. Yeah that was really helpful, now wasn't it?
Animation is all about creating the illusion of motion and movement. Traditionally this was done by creating one drawing for every frame of the animation. These days, while you still need one image for every frame, animation software can handle a lot of the time consuming (read that to be tedious :P ) redrawing of various elements of your animation, while giving you the freedom to concentrate on the more fun things that can be done.
Once you have modeled your characters and other elements to be animated, it is rather easy to get things set up for creating an animation. At first it might seem complicated, but not to worry, this lens will show you the tools and some techniques to create some cool moving images of your own with a great open source software Blender.
Where do I start?
So here are a few excellent tutorials to ease you not only into the world of Blender 3d itself, but the exciting world of animation.
- A Pawn in a hurry
- While this tutorial was written a rather long time ago, it is still an excellent place to start learning about keyframe animation.
- Introduction to Character Animation
- This tutorial is an excellent beginner tutorial. By time you have finished it, you will have learned to model a character, create an animation rig for him (armature) and you will have created your first animation.
- The Blender Sequence Editor
- An often underestimated function of Blender is the Sequence Editor. It is a complete video editing system that allows you to combine multiple video channels and add effects to them. Even though it has a limited number of operations, you can use these to create powerful video edits (especially when you combine it with the animation power of Blender!) And, furthermore, it is extensible via a Plugin system quite alike the Texture plugins.
- Your First Animation (part 1)
- This is part 1 of a two part tutorial, that will show you how to use Blender's animation tools.
This chapter will guide you through the animation of a small "Gingerbread Man" character. We will describe each step completely, but we will assume that you have read the interface chapter, and that you understand the conventions used throughout this book.
In Part I of this tutorial we'll build a still Gingerbread Man. Then, in Part II, we will make him walk. - Your First Animation (part 2)
- This is part 2 of the tutorial listed above, that will show you how to use Blender's animation tools.
If we were going for a still picture, our work up to this point would be enough, but we want Gus to move! The next step is to give him a skeleton, or Armature, which will move him. This is called the fine art of rigging. Gus will have a very simple rigging: four limbs (two arms and two legs) and a few joints (no elbows, only knees), but no feet or hands.

IPO window showing motion curves
Methods for Animating
...general principles and tools
Moving as a whole object
Changing their position, orientation or size in time (you can also animate or change their color or materials as well)
Deforming them
Animating their vertices or control points (by changing their basic shapes)
Character Animation via Armature
Armatures are Blender's name for the skeleton rig that allows an animator to control, pose and move not only characters, but inanimate objects as well.
Most all animation software uses these one or more of the following three systems(tools/methods) to make a 3D object move.
Key Frames
Key framing is the simplest form of animating an object. Based on the idea that an object starts at a known position (size, color etc) and can/will change as time flows, if you know the main Key Frames, the software can "figure" out what goes in between.
In order for the software, (in this case Blender) to figure out the in between parts, Blender let's you store (record) all needed data for each object on each frame of the animation.
That being the case, you can store data (size, position, color etc) on frame 1, move to frame 24 and change one or more aspects of your object and Blender will calculate what needs to happen to your object between frames 1 and 24 for you.
The up side to this method is that it you have clearly visible units to work with. You can work from one Key frame to the next and can change/or delete previously created positions, or move them in time. You can also go back to the frames "in between" the Key frames and tweak or adjust as necessary for smoother actions and movements.
Motion Curves
Curves can be drawn for each XYZ component for location, rotation, and size. These form the graphs for the movement, with time set out horizontally and the value set out vertically. The advantage of this method is that it gives you precise control over the results of the movement.
Path
A curve (think of it as a path or personal road for your object) can be drawn in the 3d space and then with the use of constraints you can have your object follow your path exactly. You can then define how fast the object follows your path.
Blender has combined the first two methods (systems) into one very powerful system called the IPO (InterPOlation) system. Basically, the IPO system consists of standard motion curves. But by simply pressing a button you can change the IPO to a key system, without conversion, and with no change to the results. This allows you to work any way you choose to with the keys, switching to motion curves and back again, in whatever way produces the best result or satisfies your uniques work flow.
Must Have Blender Book for Animation and Rigging
Introducing Character Animation with Blender
Character rigging and animation can be a very frustrating and confusing process. Not to mention rather time consuming. (Which is one reason why I have avoided learning it for so long).
But with Tony's book, I have been able to see how all the steps fit together to create the illusion of movement. He takes you through the process step by step, explaining how it all works together. At the end you end up with a fully rigged character that you get to use for further studies and practice.
Animating by changing, reshaping, and deforming your objects over time!
As with all things there are many ways to do this, with increasing levels of complexity. Since each level builds on one another and there is no one correct way to go about it, you can use the following tools/approaches to build whatever level of complexity you need for your project.
Hooks Empty (or other object, but most commonly an empty) to pull at selected vertices of your mesh or curve or lattice or NURBS surface. You animate the location of the Hook to animate the deformation of your mesh.
Relative Shape Keyschange the location of some of the vertices of a mesh. Relative shape keys can be combined, sometimes called BlendShapes, because different shapes are blended together. For example, a face mesh can have one shape key to smile, and another to blink. Those two action can be combined so that it smiles and blinks at the same time.
Absolute Shape Keys allow you to completely deform and change the mesh, even by adding or subtracting vertices over time.
Lattice Animation uses a lattice as a cage that uniformly squeezes or expands a mesh, like the event horizon in a black hole, or as a comical cartoon car screeching to a stop. You define shape keys for the Lattice, which in turn affects the target mesh as it moves through the lattice.

Lattice on a plane
Animation Tips and Tricks
Host Shawn Kelly and Animation Mentor staff and associates will answer questions, provide tips and tricks, and share ideas about animating. Animators are welcome to post their opinions, ideas and questions on the blog.
Fetching RSS feed... please stand byLearning should always be this fun!
an entertaining look at creating an animated short
I encourage anyone who is considering starting a project (it doesn't even have to be an animation project) to read this book first. It is full of helpful tips and time saving techniques that will definitely make your project go smoother.
Animating with Blender: Creating Short Animations from Start to Finish
Creating an animated short (whether in Blender or any 3d software) is time consuming and full of potential pitfalls. Which is why most of us avoid it like the plague. But if you are interested in creating a animation, "Animating with Blender: How to Create Short Animations from Start to Finish" is a must read book.
Roland shows you how to get started and avoid the common first time mistakes in an easy to understand humorous manner that makes reading his book not only informative but highly entertaining as well.
While definitely not a book for complete beginners, it is definitely a book that belongs on every eager to be animator's bookshelf.
Back to Basics
Great Tutorials and Resources on Animation Basics and More
- Introduction to the Princples of Animation
- With this tutorial, we'll soon all be producing animations worthy of Pixar! Willian's provides a good mix between animation theory and practical Blender implementation. Referencing Disney's 'Illusion of Life', this tutorial will cover an extensive array of animation effects that simulate real life. Some of these topics include stretch and squash - volume preservation, timing, exaggeration and the animated effect of psychology on a character. Using simple-to-assemble scenes, Willian will keep the focus on the principles being described.
- Keith Lango Tutorials
- Great list of tutorials by Keith Lango on animation basics and how to improve your animation.
- Animation Resources at CarlosBaena.com
- A list of great animation resources:
(here are just a few of the resources available.)
* Examples of Cinematic Storytelling
* "Opposing Curves" by Rebecca Kimmel
* Notes from different animators
Blender 3d Video Tutorials on Animation
What's your favorite or most informative Animation Video Tutorial?
Sometimes seeing how it is done makes all the difference. Here are a few video tutorials on different animation techniques and tools.
Feel free to add some of your favorites here as well as vote on the ones in the list.
Explore more Blender Related Lenses
Thanks for stopping by and letting me share my little obsession!
So are you ready to start creating the next great animated short? Drop me a line, I'd love to see what you come up with!
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Squid
Jun 18, 2009 @ 9:27 pm | delete
- I like ink!
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Bob
May 20, 2009 @ 6:32 am | delete
- Hi
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oneskms
Apr 5, 2009 @ 6:10 am | delete
- Hi, firstly just to say what a fantastic lens, secondly we have just started a group for animated movies, characters and animation and feel this lens a would be a worthy inclusion. We would like to invite you to submit this lens to enable us to include it in the group. You can find the group at Animated movies if you feel you would like to accept our invite
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AslanBooks
Jan 26, 2009 @ 11:43 pm | delete
- Thank you for listing your lens on The Squidoo Ink Pot at http://www.squidinkpot.com.
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AslanBooks
Jan 26, 2009 @ 11:43 pm | delete
- Thank you for listing your lens on The Squidoo Ink Pot at http://www.squidinkpot.com.
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by dreamsgate
I am the Managing Editor of Blenderart Magazine and a long time user of Blender.
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