
Explore Blender for animation with a guided tour of the interface, essential tools, and workflows from squash and stretch to translate and rotate, then to the timeline and rigs.
Explore the Blender interface, master selection tools, and navigate the viewport. Use G, R, and scale, switch origins and gizmos, and configure the timeline for animation and rendering.
Explore the Blender timeline to set keyframes for location, rotation, and scale with auto keyframe, and control playback, markers, and interpolation for precise animation.
Explore the Dopesheet in Blender, compare it with the timeline, manage keyframes and channels, lock or group properties, and apply extrapolation and cyclic edits to refine animations.
Explore blender's graph editor alongside the timeline to manipulate keyframes, set extrapolation modes, display markers, and use shortcuts to edit, frame, and normalize animation data.
Explore the Blender graph editor to shape animation using keyframes and curves, learn major interpolations like linear, constant, and the desire curve to control timing.
Learn how to link or reference a rig in Blender, create a new collection, bring in the bones, and begin animating your character in post mode.
learn how to create a playblast in Blender by previewing in camera view, setting frame rate and output format, and choosing the save location for the animation.
Learn to use Blender's motion path and motion trail to visualize and refine animation parts, set start and end points, and ensure smooth, fluid motion for characters and objects.
Speed up the Blender viewport by turning off unused rig elements and using simplify to lower subdivision and particles during animation, then restore higher quality when done.
Learn to create a basic bouncing ball animation in Blender by keyframing location on the y axis, applying gravity, and refining ease in/out for a natural bounce.
Master squash and stretch in a ball bounce by squashing on the ground, stretching on the ascent, and resetting keyframes to convey a dynamic, believable motion.
Animate a ball bouncing in Blender by translating on x and y, setting keyframes, adjusting timing with arcs and easing, and syncing rotation for a realistic bounce.
Explore how in-betweens and breakdowns shape animation by defining arcs, spacing, holds, drag and overlap, and slow-in, slow-out timing to create natural movement and expressive pacing.
Learn basic jump animation for the lower body in blender by using a single reference, refining timing, spacing, and overlap with keyframes, pose adjustments, and breakdowns.
Learn to build a half walk cycle in Blender by blocking main poses—contact, down, pass, up—using references, timing notes, and keyframe workflows to craft a believable animation.
Polish the walk cycle by refining keyframes, fronting problematic elements to fix wobble, and adjusting graph-editor curves to slow near extremes while aligning leg spacing and ground contact.
Refine a walk cycle by cleaning leg translations and preventing leg sliding through keyframe cleanup, vectors, and smoothing. Use linear interpolation for a forward walk, guided by video references.
Build a walk cycle by posing body contact poses, adjust leg positions and knee bends, and copy or flip poses to create smooth in-between frames while keeping the figure grounded.
Explore the walk cycle for full body animation, focusing on front-leg timing, rotation, and pose transitions to reduce robotic motion and achieve kneel pop fix.
Learn how to build a full body jump animation from blocking to display using video references, golden poses, and a hybrid post-to-post workflow in Blender.
Explore a full-body breakdown in Blender for animators, learning how to set and compare keyframes across frames, adjust translations and rotations, and refine poses for dynamic motion.
Study the jump full body breakdown part 2 by shaping key poses, timing, and arcs, then clean up with motion paths, follow-through, and smoother rotations.
Learn to block a run cycle in Blender using a pose circle: contacts, down, passing, up, then refine silhouette and line of action while maintaining balance.
Refine the run cycle part 2 by adjusting chest rotations, adding arc and x/y rotations, and copying keyframes to create a continuous, cyclic motion while checking the viewport.
Thank you for watching this tutorial; follow for more tutorials as I explore advanced mechanics and acting, and check the YouTube channel link in the description.
Hello, my Name is Aguda John Omotayo, I am a 3d generalist, I have been animating for many years now in Blender, although i started with Maya, i will teach you all you need to start your Animation Career in Blender, if you are switching to Blender from Maya, dont worry this course is also meant for you,
1. We will start by teaching the tools
i. First explaining the Interface
ii. Timeline
iii. Dopesheet
iv. Motion path or Motion Trail
v. The Graph Editor: to Detail Knowledge
2. Treating the Fundamentals of Animation
i. The Ball Bounce
ii. The Ball Bounce with squash and stretch
iii. The Ball Bounce with Translation
iv. The Overlapping Action
v. The walk cycle of lower part of the Body
vi. Fixing the Kneel Pop
vii. The Jump of lower part of the Body
3. Them move on to the Body Mechanics Aspects.
i. Walk Cycle of Full Body
ii. Run Cycle of Full Body
iii. Jump of Full Body
Note for Beginners - if you want to follow along this tutorial well as a beginner i really recommend you check out this Example for the 12 principle of Animation on youtube, due to copyright issues, i will not be able to attach it to the tutorials
12 Principles of Animation (Official Full Series) - YouTube
Professionals switching to Blender - just watch.
After those go on and enjoy the course, Thank you