Introduction to 3D Animation
Rendering Process
1. Add lights; 2. Add cameras; 3. Render
Using Move Tool
1. Click and move the object along the axis. 2. Click on square to move parallel to a specific plane (ex. only move in X/Y plane)
Mapping Multiple Images on an Object
1. Combine all images into one file. 2. Define which surface each image will be mapped to
Add Lighting
1. Configure render properties; 2. Toggle quad view. 3. Add > Light; 4. Toggle camera on; 5. Enable viewport shading mode; 6. Configure Light Properties; Use orthographic views to position light
Create Multi-Patch Objects
1. Connect edges of multiple patches; 2. Create a curve on the original patch as a primer for a connection to second patch (ex. fin on surfboard)
Rendering in Blender
1. Highlight perspective view and toggle quad view; 2. Render Properties > Render Engine = Cycles, Render Output = 50-100%; 3. Configure light paths, volumes, motion blurs, exposures and performance; 4. Render Top Menu > Render Image
Adding Color
1. Properties Panel > Materials. 2. Modify or Create New Material. 3. Enable "Viewport Shading Mode". 4. Change base color, metallic, roughness, specularity.
Adding Bitmap
1. Properties Panel > Materials. 2. Modify or create new material. 3. Enable "Use Nodes." 4. Enable "Viewport Shading Mode". 5. Select any left side dot (node). 6. Image Texture > Select image. 7. Add more nodes to add shiny attributes etc.
Using Rotate Tool
1. Rotate along colored X, Y and Z axis. 2. Rotate along grey axis to rotate perpendicular to the camera. 3. Rotate at will by clicking between axises (not recommended)
Using Scale Tool
1. Scale along colored X, Y and Z axis. 2. Scale along planes. 3. Click on middle for uniform scale. 4. Scale cage
Apply Material to Multiple Objects
1. Set desired material on one object. 2. Select multiple objects and shift click to add object with material last. 3. Viewport Tabs "Object" > "Make Links" > "Materials"
Sculpting Setup
1. Subdivided to many fine points; 2. Normal Map Mode; 3. Select push/pull, relax or stamp sculpting tool
Change Camera Positioning
1. Toggle quad view; 2. Select camera in perspective view; 3. Use move and rotate tools to move the camera in the other orthographic views and see effect in perspective view
Viewport Shading Controls
1. Wireframe; 2. Shaded without textures; 3. Textures; 4. Renders
Viewport
2D window into 3D world
Polygonal Modelling
3D modelling method by which a polygonal model represents multiple points in 3D space (called vertices) and which are connected by line segments to form a so-called "polygon mesh"
Select All Objects in Scene Shortcut
A
Patch
A flat rectangular sheet that can be bent into simple shapes and combine to create a complex shape
Shader
A mathematical model that determines how the object interact with light (ex. matte, shiny)
Refractive Index
A measure of whether light bends in or out as the light hits the surface
Edge Loop
A ring of edges that defined the outline of the surface to model with
Area Light
A soft box that generate the light from a specific area, affecting shadows in the room
Environment Sphere
A sphere that defines the world and object is placed in (usually mapped by a 32-bit depth image)
Subdivison Surface
A surface that automatically smoothies itself to create organic models out of objects with little detail
Normal
A triangle perpendicular to understand surface direction
Image Map
A visualization of the flattened surfaces of a 3D object (ex. the fabric of a stuffed animal flattened)
Cage Mode
A wireframe of the original model allows you to control the subdivided surface
Viewport Add Menu
Add additional objects to the scene; create some of the basic objects (ex. surface, text)
Planning Geometry
Add just enough detail to define the shape of the model to minimize computer resources
Normal Mapping
Adds details to shading on an object's surface without increasing the number of polygons by allowing you to apply a map of a higher res object's surface on a lower res version
Bump/Normal Maps
Adds roughness to a surface
Radiosity
Advances raytracing by allowing objects themselves to become light sources which simulate ambient and balanced lighting
Final Render
After lighting and cameras are set, start off with small images and low quality to display final image
Cameras in 3D
Allow control change field of view/ trucking camera, focal length, aspect ratio, depth of field and which objects the camera sees
Blur Function
Allows you to blur the edges of a depth map shadow
F-Stop
Allows you to control the depth of field effect, with the bigger the F-stop, the less depth of field and less blurring
Push/Pull Sculpting Brush
Allows you to create bumps or in reverse mode, create a dent in the object
UV Editor
Allows you to map a 2D image to specific faces of a object and control the 2D image mapping with vertices functioning as seams of the 3D object
Grid
Allows you to precise position objects
Test Renders
Allows you to render parts of the scene so you can gauge quality before rendering the whole image
Specularity and Texture
Allows you to see the surface quality of the object
Transparency/Opacity Map
Allows you to see through objects
Relax Sculpting Brush
Allows you to smooth over the object face
Normal Mapping
Allows you to take the bump information and place it on a simpler mesh
Deselect All Objects in Scene Shortcut
Alt + A; double tap A
Types of 3D Lighting
Ambient lighting,
Area Light Controls
Angle of area light, distance between light and the scene, size of light (displaying as intensity)
Bit Mapping
Applying a 2D image or texture onto 3D object, essentially wrapping it around an object
Origin
Arbitrary point in space (usually 0,0,0) but can be reassigned
Y Standardized View
Back or front view
Refractions
Bend the light as it passes through a semi-transparent object
Z Axis Color
Blue
Render Exposure Settings
Brighten scene without affecting the lights
Bounding Box
Broad outlines of the scene
Stamp Sculpting Tool
Brush a pattern over the surface (ex. make the character bumpy or scaly)
Sculpting Tool
Brush based interface to interactively change the shape of the model
Patch Based Modelling
Builds surface out of curves with NURBS modeling or Bezier patch modeling for organic surfaces
Add Detail to Model with Materials
Bump displacement and normal mapping
Final Gather
Calculates the bouncing of light through the scene by allowing the light to bounce off the walls or artificial objects that you create (ex. an object that glows can become a lamp that lights the scene)
Spotlight
Casts light in a specific direction with a specific "cone" lighting only a defined area
Camera Properties
Change focal length (zoom), depth of field, etc. in the properties panel of the selected camera
Render Performance Setting
Change how many threads of CPU used in render
Hierarchy
Child/Parent relationships to transform an object alongside another
Directional Light Controls
Color and light direction
Point Light Controls
Color and point of origin
Spotlight Controls
Color, point of origin, light direction, cone size and penumbra
Material Qualities
Color, texture, reflectivity and transparency
Union
Combines/joins two objects together
Toggle Quad View Shortcut
Command + Alt + Q
Make Links Shortcut
Command + L
Bezier Surface
Composed of lines that are shaped by moving the endpoints angle and position
NURBS Surface
Composed of points that sit off the surfaces connect by pre-defined curve ("hulls") and shaped by only moving the points position
Increase Curve of Subdivided Object
Compress a subdivided object face in from the cage, resulting in more room to curve
Refractions Index > 1
Concave lens effect
Custom Materials
Connect nodes that create a shader
Parenting in Blender
Connecting objects so they move together; 1. Select child object first; 2. Shift + select parent object; 3. Right click above the objects > Parent > Object; 4. Expand parent in outliners to transform all the objects
Set Render Aspect Ratio & Resolution
Context Tab Icon > Resolution; 1920 by 1080 for HDTV Resolution
Zoom
Control + middle mouse button + drag; Middle scroll
Time Slider
Control playback and scrub through animation
Viewport Object Menu
Controls the objects in the scene
"Use Nodes" Materials Setting
Controls whether you have advanced texture options or just basic colors
Refractions Index < 1
Convex lens effect
Local Coordinate System
Coordinates are taken relative to an object
4th Level of 3D Resolution
Create patches along a small curve
Ambient Lighting
Creates a general level of light in the scene (non-directional)
Depth Map Shadows
Creates a shadow by casting a bitmap over the image; less accurate but faster render
Subtraction
Creates a whole in one object from the shape of another
Parenting Shortcut
Ctrl + P with first selection of the children and last selection of the parent
Patch Based Surfaces
Defined by curves and those curves are then used to define surfaces
Ways to Generate Shadows
Depth-map shadows; raytrace shadows
Blender Workspaces
Different ways to organize the scene, affecting arrangement of windows
Shader Components
Diffuse channel and specularity of object (with shiny shaders)
Increasing Light Reflections
Dims light in the scene
Trim Surface
Drawn a shape on a rectangular patch to create an intersection or subtraction cut and can be manipulated by the original patch cage
Properties Panel
Edit properties of the current selection
Flatten Curve of Subdivided Object
Expand a subdivided object face to the cage, resulting in less room for curve thus flattening
Render Image Shortcut
F12
Scanline Renderers
Fast and for most simple animations rather than advanced optics
Longer Lens Effect
Flattens out the scene
Move Tool Shortcut
G
Environment Lighting
Gaining light from the environment; allowing you use realistic lighting from an image
Wireframe
Geometry of the scene
Complex Materials
Glass, car paint, skin shaders
Y Axis Color
Green
HDRI Image
Hi bit depth image
Specularity Controls
Highlight size; roll off; color; shape (with anisotropic shader);
Light Paths
How much light bounces through the scene, affecting reflectivity and transparency
Ambient Colors
How the object glow or shading look in ambient light
Dull Sheen Specularity
Increase the highlight size and decrease the roll off to make it look matte
Hard Edged Shadows
Increase the resolution of the shadow and then blur
Revolve
Lathe; takes a shape and revolves it around an axis to create a surface
Specularity Layer
Layer of a bright highlight on the object to show its reflectiveness, smoothness or emphasize curvature
Intersection
Leaves just the surface that is overlapping between the two surfaces
Viewport Navigator
Left click and drag to orbit the scene or click on X, Y, Z to get standardized views
Deselect
Left click off the objects
Select Objects
Left click on object in Viewport (shift for multiple); Left click on object name in Outliner; Draw Select Box over object; Paint Select Circle over object's center; Draw Select Lasso over objects
Ambient Lighting Controls
Level and color
Reflections Controls
Light reflection blurs and amount of times the light bounces
Point Light
Like a light bulb, it emits light across the room but the source can be moved around, affecting where shadows fall and intensity of lighting in specific areas of the scene
Edges
Lines that connect vertices on a polygonal surface
Increased Ambient Color
Lowest color is above black
Boolean
Manipulate two objects in relationship with each other
Planar Mapping
Mapped along a flat plane
Lamberts
Matte shaders that add color
Viewport Menus
Menus at the bottom of the viewport
Shiny Attributes
Metallic; Roughness (amount of reflectivity of the object); Specularity (shininess of object)
Orbit Shortcut
Middle mouse button + drag
Create New Material
Minus sign to delete existing material, then click "new"
Soft Select
Move vertices manipulating them in relation to object organically (like clay)
Change Object Pivot
Move when the pivot point so it rotates around a different point in the object
Using Transform Tool
Move, rotate and scale in one tool.
Transform Objects
Move, rotate, scale on a single or multiple axes in object or world space
Trucking Cameras
Moving the camera closer to the object by zooming the viewport
Refraction Index = 1
No refractions
Shader Controls
Object color, object texture/bitmap, ambient color
Default Interface
Object controls on left; Outliner on the upper right; Properties Panel on the lower right; Time Slider on the bottom
Self-Shadowing
Objects throwing shadows onto themselves rather than just onto the scene
Shadows Controls
On/off, color,
Diffuse Channel
Overall color or shading of the object
Outliner
Panel where you select specific objects in the scene
Shiny Shaders
Phong, blinn and anisotropic shaders allowing control for color, highlights, specular highlights size, specular highlights shape
Textures
Photographs/illustrations, opacity maps, bump/normal maps
Light Types
Point, spot, sun and area
Vertices
Points that make up a polygonal surface
2nd Level of 3D Resolution
Polygons composed of triangles to build the surface
UV Mapped
Polygons on the character have been mapped to specific points on the image
Truck In
Pushing camera back and forth to zoom in and down (moving inwards in the Z direction)
Render Settings
Quality (higher quality, the longer the render); size of the image; type of image format
Composite Render Layers
Rather than having to run multiple render tests, render layers and composite it later in Photoshop or After Effects where you can still affect colors or opacity of the layers
Raytrace vs. Depth Map
Raytracing creates self-shadowing and handles transparent layers better
X Axis Color
Red
Refractions Controls
Refractive index control
Renderer Properties
Render Tab Icon; 1. Set Render Engine (Eevee used for modeling and interaction; Cycles for more accurate view of final render); 2. Set Device (CPU or Graphics Card)
Rendering in Pieces
Render layers individually such as foreground, background, shadow layers etc. to allow you to fix things in post production (ex. in after effects or photoshop)
Animation Rendering
Render multiple images and may require network rendering to render on multiple machines across a network
Tessellation
Resolving a patch surface into triangles
The Sharpness of the Curve
Results in more complex geometry (more smaller polygons defining the shape)
Orbit Control
Rotates "virtual camera" around the scene to truck in/out, rotate around a scene or move its position
Bevel
Round off the corners of the 3D shape
Scale Cage
Scale tool setting that allows you to view axises to scale through a cage lens
Different Renderers
Scanline, raycasting,
Reshaping Objects
Select and transform one or multiple vertices, edges or faces
Camera View
Select camera in Outliner to see scene through camera
Viewport Select Menu
Select everything from the scene etc.
Polygonal Extrude
Select face, edge or vertex to bring out away from or into the surface (creating a cavity)
Pan Shortcut (X Axis)
Shift + middle mouse button + drag
Smooth Shading
Shows shape of the objects by providing 3D basic fills
X Standardized View
Side view
Camera Depth of Field Effect
Simulates the blurring that happens in real cameras
Caustics
Simulates the light passing through or reflecting off of materials (ex. glass)
Lighting in 3D
Simulation of the real world allowing for customization of shadows, which objects are affected etc.
Snapping
Snaps objects to grid point or other objects
Penumbra
Soft edge on a spotlight
Indirect Lighting
Soft lighting that comes from environment lighting or bounce lighting
Subdivided Object
Subdivided the faces of the object, creating a curvature of the model
3rd Level of 3D Resolution (Subdivision Surface)
Subdividing polygons to become a smooth surface
Directional Light
Sun; A light that is coming from a specific direction but lights the entire room.
Viewport View Menu
Switch between cameras; switch between orthographic and perspective; frame everything or frame selected
Extrude
Takes a simple shape and extrudes it along a path to create a curved shapes (good for wires etc.)
Global Illumination
Technology that allows you to bounce lighting through the scene to give visibility in a shadowed area even thought the light source doesn't directly penetrate the specific area
Material
Tells the renderer how the surface interacts with light
Primitive
The basic 3D shapes to use to build complex objects
World Space
The coordinate system for the entire scene/world
Object Space
The coordinate system of the object
Light Placement Affect on Depth Map Shadow
The further the light, the more of the bitmap is used by the car and thus the effective resolution of the bitmap will be less
Highlight Size
The larger the highlight, the shinier smoother the objects (dependent on light position)
Pivot
The object origin relative to the world
Highlight Roll Off
The strength of the highlight
Polygons/Faces
The surface of the object defined by edges and vertices
Loft
Ties together multiple curves by stretching a surface along the curves
Reasons for Adding Edge Loops
Tightens curvature and add point to allow you to manipulate at that point (ex. edge for bending arm)
Use of World Space
To move an object's placement in a scene
Uses of Object Space
To pivot an object
Z Standardized View
Top view
Raytracing Renderers
Traces the rays as the bounce throughout the scene, allowing for more advanced optical effects (ex. reflections and refractions) and realism
Raytrace Shadows
Traces the rays of light through the scene to create shadows; more accurate by handling transparency but slower render
Object Control Toolbar
Transform objects with left side tool bar
1st Level of 3D Resolution
Triangles
Light Properties
Type of light, color of light, power of light (go 10,000+), shadow size, shadow softness
Anistropic Shader
Use if the object highlight will not be circular (ex. hair)
Raycasting Renderers
Uses camera as a source of rays that is cast into the scene and is fast for realtime and gaming
Bump Map
Uses image map to create illusion that the surface has been deformed without changing the edges of the object
Displacement Map
Uses image to deform object (changing the surface and edges) by adding geometry (thus heavier on render)
Orthographic View
Viewing scene from a 2D view from a side or the top
Rendering
Virtually taking a picture of the final image after setting it under lights and a virtual camera
Shorter Lens Effect
Wider lens; Fisheye effect making the scene look more rounded
Red Axis
X Axis
3D Axis
X, Y, Z
Green Axis
Y Axis
Blue Axis
Z Axis
Change Focal Length
Zoom in/out camera onto the scene