
learn why a simple 2d character in blender speeds production: build in under an hour, modify quickly, manage 17 bones plus 3 control bones for lighting, and work independently.
Delete the default cube, set the camera to orthographic top-down view, and load a reference image to scale a 1.8-meter character in a Blender blend file.
In blender, create the torso from a circle in edit mode, scale along the x axis, fill the face, then add a body mesh with skin materials and color tweaks.
Create the legs in Blender by editing the mesh, deleting half circles, duplicating shapes, aligning with the 3D cursor, and adding a blue shirt with a new material.
Practice building a character in Blender by adjusting pants and legs, reshaping faces with extrude and bevel, correcting normals, and applying black shoe materials.
Model a basic head in Blender by creating eye circles, adding white and pupil materials, and shaping the skin and facial features for a front-facing face.
Refine a head in Blender for 2D character design by adding hair, adjusting the face with extrusion and proportional editing, and smoothing edges through subdivision and edge beveling.
Add belt details by duplicating geometry, hiding sections, and deleting vertices; subdivide and form faces, adjust normals, and match belt color to hair for a coherent character.
Create a skeleton in Blender by aligning the mesh to a pivot, duplicating the spine, extruding bones from the mesh, and renaming parts like head, upper, lower, hand, and leg.
Assign mesh to bones in Blender by parenting the armature and binding vertex groups to body parts, then attach the body, head, hands, legs, feet, and pupils to bones.
Set up inverse kinematics for leg rigs in blender by creating and naming bones, parenting to the foot and the leg, and applying location constraints to achieve reliable leg control.
Master the eye bones setup in Blender by parenting the body and eyes to the master, using pose mode and constraints to keep everything moving together.
Create eye animation bones in Blender by duplicating eye controls, setting pivot to individual origins, assigning materials, and building blink and squint gestures for the rig.
Set up the back view of the character in Blender by moving the head behind the body along the z axis, adjusting the belt and legs, and applying materials.
Customize a Blender character by organizing materials and applying hex colors for viewport harmony. Extrude and edit vertices with proportional editing to shape hair and features; build an asset library.
Why create such a simple 2D character? Because we can use this type of character to quickly accomplish goals and produces results. With creating an 3D animated short film, creating a character can take upto a week, if not longer. Here, with this course, we will be able to create a working character within the hour, and with simple modification, we can make endless characters.
In this course we will go through the process of creating a 2D character that will be able to animate with. We will not being going through the animation process of using these character in this course, but we can see how simple it is.
Another reason to use character such as the ones that we will create in this course, we can render over a dozen frames a minute, where if we did a short film in 3D, we could be upto ten minutes for a single frame.