How To 3D Animate – 5 Easy Ways (Updated Guide for 2022)

In this guide, we will show you everything you need to know about how to 3d animate, so keep reading!

Below you can find out 5 different methods to 3d animate,

Method 1 – Become A Pro At Animation In 25 Minutes | Blender Tutorial

If you dont know anything about 3d character animation and want to become a pro reddit well you found the. Right video today i wouldnt be taking you from complete noob to look out pixar here i come welcome to. A new cg geek tutorial my name is steve also known as steve lucci and because you guys voted for. It today wouldnt be learning the basics of character animation and the fundamentals of how to animate characters inside of.

Blender because one is free and awesome and as you guys know since im like the best at animation why. Not maybe i dont want to put that in my demo reel and also im excited to announce the new. Cg geeks discord server where all of us geeks are hanging out answering questions giving critique on our finished projects. Like animations for example so if you want to hang out with me along with that wasnt– develop artists go. Ahead and follow that link in the description to the discord and ill see you over there the 3d character.

Models that well be animating today is from the blender cloud there is actually two really cool models that you. Can download on the blender cloud theres rain and then theres vincent theres a completely free finished models that are. Great ready to go for animation so go ahead and download what are these two models therell be a link. Below and actually character creation has been something ive wanted to do on the channel for a long time its. Just kind of hard prioritizing what to do next but if you want to see that sooner than later leave.

A like on the video to let me know oh what is this 80% of you guys arent subscribed thats. Just a little hurtful do you guys want to make my day smash that subscribe button to join the geek. Squad i mean with that said lets roll that intro and start animating oh yeah same old intro still working. On that new one but hey lets watch it anyway this is taking too long and this video is brought. To you by skill share the online learning community for creatives where millions of people are already taking the next.

Steps in their creative journey skillshare offers thousands of courses on exciting topics like illustration design photography video and a. Whole lot more ive been watching a course on skillshare by tom throws on illustrating expressive stylized characters because id. Love to take my pencil art to the next level in 2020 and this course has been a lot of. Fun with some really creative tips on how to draw characters and more exaggerated stylized expression as this skill share. Is sponsoring this video you guys actually have the opportunity to watch this course or any others free yep the.

First thousand users to join with my link in the video description will get a two month free trial of. Skill share premium so you can explore your creativity so im using rain the character from the blender cloud and. Im just gonna go ahead and open that up inside of blender here and then you just want to click. Allow execution to let you character fully load up into blender ive been playing around with this rig for a. Few days now doing some basic character animating getting familiar with it is it really easy greg to work with.

And not hard to get some good looking animations with so im gonna assume that you know just a little. Bit of the basics of navigating in blender for example the middle mouse button to kind of paint around in. 3d space and then g to move bones r to rotate s to scale these are just a few of. The very basic navigational things and if at any point youre not sure which button im pressing i have these. Screencast keys set up down here so you can see what button was pressed to in the corner there so.

Lets get into some animating this is the rig settings here you can turn on and off things like the. Controls for the hair and the bones and the fingers this is great for turning on and off different bones. Depending on what youre animating you dont want a whole bunch of bones kind of crowding your space getting in. The way when youre trying to animate and actually we can turn off the fk bones for now and just. Leave the i k enabled but thats really all im going to touch in these settings and you can just.

Hit and then to close off your properties tab there so the first thing i want to do is bring. In my timeline so im just gonna grab the corner window here and pull it up to make a new. Window and ill change this window over to the animation timeline right here and as you can see we now. Have a time line this will show us what frame wrap so where we are in our animation really necessary. For doing any sort of animating and blender and it can also do some basic keyframe editing inside the timeline.

Which is again really necessary so to jump right into how key framing works in blender on frame 1 here. Im just going to grab the foot bone there and well just pull it up so its like in a. Stepping position there and if i hit i this will allow me to insert a keyframe so i can choose. Location rotation right there and as you can see we now have a orange diamond marking that theres a keyframe. On frame 1 and if i scroll through youll see that theres no animation because you need more than one.

Keyframe to have motion so lets go ahead and add one more keyframe just scrolling through our timeline to frame. 20 here ill grab the foot pull it down to the ground somewhere like that and then if i hit. I and choose location rotation one more time ill insert a second keyframe and now if i scrub through the. Timeline you can see we have our first character motion and like i said here you can use some basic. Keyframe adjustments then by grabbing that keyframe and moving along the timeline if you want it to take more frames.

To complete the action or maybe less frames to complete the action to make it happen faster and this is. Where you do your basic keyframe editing if you want to do more advanced keyframe editing youre gonna want to. Split your window here and switch this one over to the animation dopesheet here if i zoom in a little. Bit and drop this down you can see we have control over a lot more of the keyframes on this. So theres a keyframe for every different access and 3d and here if i zoom in a little bit should.

I hide it over you can see that i can move a keyframe for just the x rotation for example. Or maybe i want to move just the z location keyframes this is for kind of keyframe tweaking and where. Youre gonna do that for retiming your animation now every time you do any sort of key framing in blender. Its automatically done on a linear curve this means that as the animation progresses if i pull this out just. A little bit here youre gonna see that it starts off slow speeds up in the middle and then it.

Comes to a slow stop and this is because its on a curve and you can see this if you. Switch over from the dope sheets to the graph editor you can see on our animation here that we have. It laid out as a curve if i just adjust our handle to zoom that in a little bit and. This is gonna be how you tweak your animation to get more the right motion and speed that you want. So for example if you didnt want this to come to a slow resting stop but more of a stomp.

You would grab the handle here for the zed location so as you can see this that location is selected. Right there and if you didnt want the other access is visible you could just turn them off with these. Eyeballs so lets turn off the rotation because we dont need those right now and if i grab this handle. And rotate it to be a sharp point at the end now youll see that it comes down fast boom. Boom and you might want to do the same thing for these other keyframes just make sure that they come.

Down to a harsh stop and then its gonna be more like your foot stops to the ground and if. I pull this keyframe and to make it happen a little bit faster you can see boom you have it. Come to a stop instead of come to a gradual stop and this is how you would tweak a keyframe. Animation now actually what wouldnt be doing today is starting with animation blocking this is sort of going through and. Every second or so on your animation hitting a key pose and then coming back and adding the in-between frames.

Later this is the process that professionals used to hit the key poses that they want in an animation and. Then youll work on the in-between frames to polish that animation later so to do this though what youre gonna. Want to do is you know want to change this from a linear curve to a constant curve and you. Can do that by just hitting the t key if youre in the timeline here hit the t key and. Choose an interpolation of constant make sure all your keyframes are selected when you choose constant and youll see that.

Its now a sharp change so this is just gonna change from one pose to the next pose and this. Is the process of animation blocking and thats what were gonna start off doing for our character animation so now. We know the basics of adding keyframes and adjusting the timing and speed of the keyframes were ready to actually. Do some cool character animating inside a blender so for starters what youre gonna need is reference reference reference animation. Reference is basically the most important part of animating and eating the most professional of professionals will use video reference.

Before going to animate something because its really impossible to imagine what a natural human movement would look like without. First visualizing it and seeing some reference of it actually happening so either go ahead and take a video clip. If you self-acting like an idiot in your backyard for some character animation reference or if youd rather use something. Thats already out there outlined theres a ton of great character animation reference available online and on youtube one of. My favorite references for animation is kevin perrys hundred ways to walk video where he does all kinds of different.

Ways humans will walk its great for character reference as this kind of exaggerated movements which is perfect for 3d. Animation and what were going to be using today actually so i recommend picking one of the reference walks in. His video for your animation today and were gonna be going head and blocking out some of this animation another. Video that i recommend checking out for some good reference along with a lot of animation tips if youre getting. Into 3d animation this is still a really great video to watch as theres tons of tips and techniques that.

Will translate over to 3d animation and be super useful so with your reference video on hand youre ready to. Start character animating inside of blender if you want to match your character animation exactly you can actually add it. In as a background image in 3d space by going shift a and then adding in an image background right. There as you can see but i dont want to match this animation exactly im just gonna be using it. Closely as reference so what im gonna do is start off by clearing these keyframes theyre going x and deleting.

Keyframes and then if you hit alt r and alt g it will reset the rig to its original pose. Which is exactly what we want and im going to go ahead and close off our extra tab here for. Animation because well use that later on for tweaking our animation so the animation cycle that im going to be. Animating today is the skip just because its a bit more interesting and emotive than a basic walk and what. Youre gonna do is you just want to scrub through it real slowly and pick some of the key poses.

Out of it so as you can see there is the post where hes up in the air his arms. Are swinging and his legs to move in and then theres the pose where he lands on the ground and. His legs are kind of close together as theyre switching positions which is basically the two key poses in this. Skip as well as the basic key poses and pretty much any sort of walk cycle theres the legs up. And then theres the legs crossing so were gonna start off by making this pose here the up in the.

Air arms swing in jolly old skipper ruski so im gonna go ahead and jump to frame 1 and what. Can i actually save you a lot of time and animating keyframes is clicking this button right here which is. An automatic keyframe insertion basically if you now move any sort of bone and let go its gonna we add. In a keyframe so that will save you a little bit of time in case you might forget to add. A keyframe at some point i always use this option so go ahead and leave that enabled and were just.

Going to hit three to jump into side view and start making the pose that we see here so for. Blocking you always best off starting with the center bone of your character in this case its going to be. The hips controller right here and getting that in place and then basically working off there so for this animation. Im going to first pose the hips then im going to pose the legs and then the arms and etc. And also since were doing a cycle were not gonna be moving our character horizontally at all were just going.

To be keeping it in one place up and down like its walking on a treadmill and if you wanted. To animate it later you could just animate this master sent your bone for the character so im just gonna. Start off by pulling up the pelvis bone here a bit because were at the height of our skip in. This pose and then im going to rotate the hip bone a little bit because this leg is gonna be. The one up in the air so im were gonna rotate that then im gonna grab the left foot there.

And im going to pick it up in the air for a jolly old skip well rotate a little bit. Position it something like that and then this foot we want to be kind of down this is the one. Pushing off the ground so were just going to kind of zoom around our character using the middle mouse button. Well go ahead and rotate the step controller bone here to push it up on their toes a little bit. And then go ahead and just pull that back and that looks like a good position for the legs now.

Well go ahead and position the hands because this leg is forward the hint this hand will be kind of. Swinging backwards right along here and you just want to keep this arm nice and relaxed looking were kind of. Kind of throw it back there rotate it then positioning the right hand as well this ones gonna be up. In the air opposite the leg thats up in the air so well go ahead and position this somewhere around. There were doing a jolly old skip and theres our basic blocked out skipping animation we can go ahead and.

Block it out just a little bit more but something like that is looking pretty good for the height of. The jump here i might rotate that toe down a little bit like shes jumping off the ground there and. Theres the basic first pose were gonna come back and tweak a few of these bones later so im just. Jumping forward to frame 10 in the timeline here ill zoom in a little bit with my middle mouse button. And were going to go ahead to the next major pose to block it out so our next major pose.

Is the leg cross over as our character lands on the ground as you can see right here so this. Is going to be arms at the legs crossing over each other so again im going to start off by. Grabbing the center pelvic bone were gonna pull it down because our character is kind of landing on the ground. Here this foot is going to come all the way down to the ground and be flat on the ground. Now so we want to rotate that back to be a nice flat foot and position it on the ground.

And this is the leg thats going to be crossing over being picked up for the next skip in the. Animation here you also want to rotate the hip bones because were no longer jumping off that leg so we. Can go ahead and straighten out the hip bones for this keyframe the arms as i mentioned have to be. Swinging down to the waist now because of course were coming down at the bottom of our skip here so. Im just pulling the arms down to a sort of neutral position along the side of our character and theres.

Our basic crossover pose then you dont want to hit a to grab all your bones and then under the. Timeline here hit t and choose constant because as i mentioned were only blocking the animation right now were not. Working on the in-between frames so as you can see here now we have our two poses the top of. Our skip and then the landing of our skip with the next leg pulling up for the next jump now. What we can do to save on a lot of time is when you have a character youre walking or.

Skipping the pose with their left leg is going to be the same with their right leg what you can. Do is you can actually copy our first pose here where our left leg is the one up in the. Air hit a to select all of your bones there and go pose copy pose and then what we can. Do is move on to where we want the right leg to be the one up in the air which. Will jump to frame 24 and instead of having to reanimate this we can just go pose paced posed flipped.

This well go ahead and put our right knee up in the air like it is with the left one. Here and basically just flip the animation and you can see this works for the most part theres a few. Keyframes that need to be tweaked where the elbows as you can see right here all right pointing the right. Direction so what i have to do for this is just go to that keyframe grab our elbow and pointer. This is where the elbow will be pointing at and just pull it down so we have the arm at.

The waist there ill go ahead and just add a little bit of variation to this one by pulling that. Arm down a little bit there something like that and that pose looks pretty good to me now we can. Do the same thing for our second keyframe here just copy it by hitting a to select all the bones. Pose copy pose jump to frame 30 were just going by increments of 10 right now to keep it simple. And well go paste post flipped again and now you can see we have our character in the in-between pose.

But flipped this time as i mentioned you might have to tweak a few of these bones just a little. Bit mainly just the hand balance it seems get a little bit messed up when you do this now all. We need is one more major keyframe to make this loopable and that is the first keyframe so all we. Need to do is jump over frame one with all the bones selected again go pose copy pose and were. Just going to paste this one not flipped at frame 40 here so just paste pose right there and if.

I made our timeline only last 40 frames which is all the key frames we have here so ill just. Change the end here to be 40 actually were gonna go 39 because we want one less frame because we. Dont want that duplicate frame in there from 40 to zero you can see that our animation would cycle to. Do so this is our first pass of character animation blocking and this is when you want to make some. Of your more major tweaks maybe to the animation so i might want to take our first frame here and.

Just make it a little bit more exaggerated lets give her a little bit more height in her skip with. Putting a little bit of extra bounce in her step well go ahead and pull this keyframe up a little. Bit pull it back a little bit like shes really jumping forward into that animation a little bit more and. This is where you can kind of go ahead and just push the limits of what a normal character could. Do because were going for more of a stylized cartoon animation and make it just a little bit more exaggerated.

At this stage so were just giving her a lot of energy in her step a lot of energy in. Her arms maybe well rotate those hips forward just a little bit and if youre happy with your more extreme. Pose then you can go ahead and of course copy it to those other locations again by going copy pose. Jump into frame 20 and pasting the pose flipped you might want to tweak that elbow again right there but. Otherwise its pretty good and ready to go and then of course you just need to paste that pose again.

On frame 40 so now we have our major poses sort of blocked out here we need to work on. Our in-between pose for the in-between pose im going to pick the frame where both feet are on the ground. And one arm is up in the air this is sort of the transition pose between the two poses we. Already blocked out here so jumping back into blender youll see that at frame five well want to go ahead. And make this pose so starting off with our hips we want the character to have landed on the ground.

Because all feet are touching the ground at this point so were gonna pull that center pelvic bone down a. Little bit grab the feet and land them on the ground as well if you accidentally hide your bone you. Probably put eh and is alt h to unhide it thats something that i tend to do a lot because. Its right next to g so i thought id mention that placing the feet of the ground pulling the center. Hip bone down to give a nice sort of landing position this arm should still be up in the air.

Just pull that elbow down a little bit this arm should be kind of swinging to the side that should. Work is a pretty good in-between frame if we kind of scrub through here you can see we have that. In-between pose so now that we have these three key frames these are the only major key frames we really. Need in this skip walk animation cycle that were creating so all we need to do is copy and paste. These frames now as we were doing earlier to make it a walk cycle so i have these three frames.

And i actually want to pull frame 20 in to be a little bit tighter so now we can kind. Of work on the timing of these key frames so we have these first few frames and it takes a. Little too long to get to frame 20 so im gonna go ahead and pull this in a few frames. Maybe you drop it at about frame 16 right there so you can see we have that do to do. Perfect and now all we need to do is copy and paste our landing pose flipped for the other side.

So im going to grab key frame 5 grab all the bones on key frame private go pose copy pose. Now im gonna jump to frame 20 or 21 here well say 21 and go pose paste posed flipped perfect. All we need to do is correct those two elbowing bones because those didnt flip properly and that looks pretty. Good with all of our bones selected we can grab these frames here pull them in about five frames after. Twenty-one so were gonna go to 26 with these and then grab our last major keyframe there and were gonna.

Position that at 31 now we just need to make our finish timeline last only 30 frames because that is. The number of key frames we have now and we should have a nice cycling keyframe animation and we do. So this is happening a little fast right now and i mainly want it to hold its key pose of. The character being in the air longer so im gonna grab all the key frames after frame one and were. Gonna make this last until about 10 frames there so the jump in the air lasts a while and theyre.

Gonna move all of these frames forward to frame 30 so we have those gaps where our character is in. The air that looks pretty good and if we adjust our timeline for those key frames now you can see. That we have a better looking skip animation so now that our basic key frames are looking pretty good its. Time to add a little bit more of those adjustment key frame that i was talking about so heres where. You can spend a lot of time sort of perfecting your animation a little bit starting by adding in a.

Few more keyframes to different bones so im gonna hit end to bring up our character layers here and turn. On the fk bones this will allow me to sort of rotate and stretch these shoulders with on frame 1. When the left leg is up we might want these shoulders to kind of be rotated to match that a. Little bit so what i can do is i can grab the waist here and rotate it to kind of. Match the swing of the hips there a little bit as well then we go ahead and jump back down.

To frame 15 rotate that back to be more in the center there and then i frame 20 we rotated. The opposite direction because our character is now jumping with the other leg there so wed rotate that along the. Way that ways we might have to move the hand balance a little bit to match that movement and there. You can see we have that little extra skipping the shoulders as theyre kind of rotating you can see if. You look straight down a little bit more the bone you might want to just in some of these frames.

Is the chest bone when our character is at the top of her jump there might be a little bit. More stretched out and when it lands on the ground you might be a little bit more hunched over here. You might want to work on the hair animation so in the character properties tab here you can turn on. The hair we can go ahead at frame 1 and position the hair from however we want it at the. Top of the skip the hair we kind of be blowing back here so we can go ahead and grab.

These keyframes position it so the hair is kind of blowing back on the head there as you can see. Here jump forward to the landing keyframe here the hair will be kind of coming in at frame 15 the. Hair shouldnt be ki

Method 2 – Beginners Guide To Learning 3D Computer Graphics

If youre interested in making either 3d animations visual effects video games vr or 3d printing then this is the. Video for you this video will give you an introduction to 3d from a complete beginners perspective by answering these. Two important questions where should i start and what software should i be using so lets start with this first. One theres a lot of buzzwords related to 3d you got 3d gaming 3d printing animation vr archivis visual effects.

And many more so if youre confused i dont blame you well regardless of what field you want to specialize. In a basic understanding of 3d is necessary for all of these and what you learn in one field can. Often be transferred to another like lets say you made this one character well that character could be rigged and. Animated to create an animated short or it could be exported to a game engine and used as a playable. Character it could be 3d printed to make a little chess piece it could be injected into a vr world.

Or it could simply be rendered as a still image so getting started in any of these areas requires this. Basic understanding of 3d what are the basics well they could be summed up as follows modeling an object by. Creating a cage and moving it about till it forms the shape of your object textures or materials to make. The surface look real when its rendered and lighting to create a pleasing final image when its rendered these are. What you could call the three building blocks of 3d now when you get more advanced youll learn about other.

Stuff like animation or compositing but 95 of what you want to make in 3d will use these fundamentals and. By the way if youre interested in learning any of this stuff stay the end of the video and ill. Suggest a video series for you to start on so thats where to start learning the fundamentals now the next. Question that follows this is a big one what software should i be using and this is made all the. More daunting by the number of software choices now some people will say that you should be using whatever the.

Large studios are using but theres not really an industry standard studios today typically use a.

Conclusion – How To 3D Animate

The purpose of this post is to assist people who wish to learn more about the following – how to animate 3d characters in 1 minute, 5 tips to get started with 3d animation + giveaway, best 3d animation software open source, adobe animate tutorial: 3d rotation tool, how to animate a 3d fight scene, do-it-yourself pixar?, how i make 3d animations, how 3d animation is made for movies, 3d animation student showcase 2021 | animation mentor, 3d animation in animate cc: how to use “3d rotation” & “3d transition” tools, how to animate characters in unity 3d | animator explained, how long does it take to make a 3d animation, how to quickly animate your 3d character in maya, how to animate a 3d object within photoshop, 10+ best 3d animation apps in android & ios for beginners | make animations for free on iphone, ipad.

Thank you for visiting and reading this article! If you found this article useful, feel free to share it with your friends and help spread knowledge.