Create an Animated Character in Blender 2.9
14h 35mIntermediate2021-04-16
Authors

Darrin Lile
Animator, Writer, and 3D Artist
Course details
If you’ve ever wanted to create your own 3D animated character, this course is for you. Using open-source software—Blender and the paint program Krita—instructor Darrin Lile goes through every step of the process. He starts with creating the look of the character, showing how to bring in reference images, create textures for clothes, rig the bones of the character, and create, cut, and style your character’s hair. Darrin then gets into the animation process, demonstrating how to set up a reference video in the Blender interface, animate character movements, and create lip sync animation for a dialogue track. He finishes the course by adding music and sound effects, then rendering the final animation to a video file, so you can share your new creation.
Skills covered
KritaCharacter AnimationBlender3D AnimationRenderingMotion Graphics and VFX3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationDeep Dive (X:Y)
Concepts
0. Introduction
- 01 - Create an animated character in Blender 2.9
- 02 - What you need to know
- 03 - Importing reference images
1. Modeling the Character
- 04 - Beginning the Loop mask
- 05 - Completing the Loop mask
- 06 - Pulling the face into 3D
- 07 - Adjusting the face and adding the eyes
- 08 - Extruding the forehead and top of head
- 09 - Creating the back and side of the head
- 10 - Extruding the neck
- 11 - Creating the ears
- 12 - Creating the inner mouth
- 13 - Adjusting the lips and extruding the tongue
- 14 - Beginning the gums
- 15 - Modeling the top teeth
- 16 - Finishing the teeth
- 17 - Extruding the torso
- 18 - Modeling the legs
- 19 - Creating the arms
- 20 - Creating a finger
- 21 - Extruding the hand
- 22 - Connecting the thumb
- 23 - Extruding the foot
- 24 - Finishing the feet
2. Modeling the Clothes
- 25 - Creating the shirt
- 26 - Modeling the shorts
- 27 - Beginning the shoes
- 28 - Continuing the shoes
- 29 - Finishing the shoe
- 30 - Creating the shoelaces
- 31 - Sculpting the socks
3. UV Mapping
- 32 - Preparing the model for UV mapping
- 33 - UV mapping the shirt
- 34 - UV mapping the clothes
- 35 - UV mapping the legs and arms
- 36 - UV mapping the head
- 37 - Organizing the UV map
- 38 - UV mapping the eyes and teeth
4. Materials and Textures
- 39 - Establishing the materials
- 40 - Beginning the color map
- 41 - Working on the color map
- 42 - Generating a normal map in Krita
- 43 - Texturing the eyes
- 44 - Beginning to texture paint
- 45 - Texture painting the skin details
- 46 - Painting the freckles
- 47 - Painting the shirts stripes
5. Creating Hair
- 48 - Beginning the character's hair
- 49 - Texturing the hair
- 50 - Cutting and combing the hair
- 51 - Creating the eyebrows
6. Rigging the Character
- 52 - Placing the joints of the rig
- 53 - Adjusting the finger joints
- 54 - Placing the joints of the face
- 55 - Continuing the face joints
- 56 - Modeling the eyelids
- 57 - Arranging the joints of the eyelids
- 58 - Completing the MetaRig
- 59 - Adjusting alignment of the rig
- 60 - Rig layers and control objects
- 61 - Modifying the control objects
- 62 - Binding the rig
- 63 - Parenting the eyes, hair, and teeth
- 64 - Adjusting the character weights
- 65 - Assigning weights to the leg
- 66 - Finishing the leg weights
- 67 - Adjusting the torso weights
- 68 - Assigning weights for the fingers
- 69 - Assigning weights for the arm
- 70 - Adjusting the weights of the face
- 71 - Creating a shape key for eye blinks
- 72 - Testing the rig
7. Animating the Character
- 73 - Setting up the interface for animation
- 74 - Beginning the contact poses
- 75 - Continuing the contact positions
- 76 - More contact positions
- 77 - Ups, downs, and planting the feet
- 78 - Working on the feet
- 79 - Arms, fingers, shoulders, and head
- 80 - Animating the wave
- 81 - Creating a FaceCam and eye blinks
- 82 - Beginning the lip-sync animation
- 83 - Continuing with lip-sync animation
- 84 - Creating a test render
- 85 - Making final adjustments
- 86 - Using the graph editor
- 87 - Fixing the weights of the shorts
- 88 - Adding music and sound FX
- 89 - Rendering the final animation
- 90 - Conclusion