How To Animate in Blender
How To Animate in Blender
Guide
Blender, a versatile open-source 3D creation suite, is an animation powerhouse. For
aspiring animators and seasoned professionals alike, mastering Blender animation
makes it possible to bring abstract ideas to life with precision and creativity.
Delve into the intricacies of Blender animation, explore both 2D and 3D animation
techniques, and learn about Blender’s best animation tools. Even if you’re a complete
beginner, you’ll soon be ready to tackle your first Blender animation project.
Animation 101
In the Skillshare class “Advanced 3D Animation: Create Professional Renders with Blender,”
teacher Derek Elliott uses Blender to create an animation of a product box being opened.
Before diving into the nitty-gritty details of Blender’s robust animation tools, let’s clarify
what Blender animation is all about. Animation in Blender involves giving life and motion
to objects and characters in a 3D environment (sometimes with the goal of making them
appear 2D, as we explain below).
It’s the process of creating a sequence of images, each slightly different from the last, to
create the illusion of movement. Blender provides an extensive array of tools to facilitate
this process, and understanding how to leverage these tools is crucial for successful
animation. So while Blender isn’t the only animation software available, it’s one of the
most powerful (and it also happens to be free!).
Blender animation can be applied to various types of subjects, from inanimate objects to
cartoon characters to complex human forms. By mastering Blender’s tools, you can gain
the ability to manipulate, deform, and animate all your creations, whatever they may be.
This skillset empowers you to tell engaging stories, visualize architectural designs, craft
captivating video game characters, bring products to life and more.
In the Skillshare class “Product Animation in Blender: Bring Your 3D Renders to Life,” teacher Derek
Elliott demonstrates how Blender’s built-in tools can be used to create realistic cloth simulations.
To become an adept Blender animator, you’ll need to acquaint yourself with several of
the program’s indispensable tools and features.
o Constraints: These allow you to set rules and conditions for how objects move and interact.
For example, you can specify where it’s located, limit the degree to which it can be rotated, and
more.
o Motion paths: Create predefined paths for objects to follow and simplify complex animations
with the help of motion paths. They also allow you to quickly and clearly visualize the motion an
object will take.
o Drivers: Control multiple aspects of an animation through a single parameter. For instance, the
rotation of one object can be controlled (i.e. driven) by the location of another object.
o Shape keys: Morph an object between different shapes and poses with shape keys.
o Rigging: Skeleton-like structures that enable animations of 3D objects. With a human
character, for example, rigging enables realistic animations in which the character’s joints bend
in the right places and directions.
o Grease pencil: A versatile 2D animation tool that allows you to draw in a three-dimensional
space.
o Keyframes: Record an object’s exact position and placement at a certain point in time by
adding a keyframe to mark it.
Once you’re able to understand and use those tools, you’ll be well-equipped to handle a
wide range of animation-related tasks.
Blender may be focused primarily on 3D graphics, but it can still be used to create
stunning 2D animations.
Click the “File” tab, hover over “New” and click “2D animation” to create a new file.
Switch to object mode by selecting it from the drop-down menu in the upper-left corner.
Create a Grease Pencil object to serve as your canvas.
Go back to the drop-down menu you used to select object mode, but this time use it to
enter draw mode. From here, you can use Blender’s built-in animation and drawing
tools to start creating the foundation for your animation.
For example, the Draw tool will allow you to add strokes and color, while keyframes will
make it possible to block out your animation’s sequence.
4. Prepare the Animation
Switch to edit mode and get your drawings ready to animate. Depending on the result
you’re trying to achieve, this could involve creating a motion path for your object to
follow, creating a new drawing for each frame of the animation, or manually moving your
objects into position for each keyframe.
To see what your animation will look like without taking the time to create a high-
resolution render, click on the “View” menu and then select “Viewport Render
Animation.” This will quickly generate a preview of your animation. From there, you can
either make adjustments or move on to rendering.
Once you’re happy with your animation, follow Blender’s rendering instructions to
finalize and render it.
Animating 3D Models in Blender
In the Skillshare class “Complete Beginners Guide to Blender 3D,” teacher Harry Helps uses Blender to
create an animation of a 3D frog.
Not into 2D animations? No problem. Download any 3D model (or create your own 3D
object, if you’re feeling ambitious) and you can animate it in Blender.
Follow these steps to put your 3D models in motion and create original 3D
animations of your own:
Instead of creating a 2D animation file, create one for 3D animation by clicking the “File”
tab, hovering over “New” and clicking “General.”
Next, import your 3D model into Blender by clicking “File” and hovering over “Import.”
Select the appropriate file format (such as .obj), find and select the model you want to
import, then click the “Import” button.
After doing so, you should see the model in the 3D space you’ve created. Import more
models as needed to build your 3D scene, and use Blender’s built-in lighting tools to
illuminate everything.
3. Add Keyframes
Use keyframes to set the initial and final positions and orientations for your 3D object.
To insert a keyframe, enter object mode, then click “Object,” “Animation,” and “Insert
Keyframe.”
Add as many keyframes as you need, and play around with your objects’ position and
orientation in each one to create the effect you’re looking for.
4. Find References
Fine-tune your animation by adjusting keyframes and the interpolations knitting them
together. Also take the time to animate small portions of your models that you may have
overlooked while focusing on the larger motions, and remember to give some attention
to your animation’s texturing too.
6. Add Sounds
If you want to enhance your animation with sound effects or dialogue, you can do so in
several different ways.
For instance, you can add an audio clip directly into the 3D space by creating a speaker
object. This can be especially useful for adding ambient background music and
environmental sounds.
Alternatively, you can use Blender’s Video Sequence Editor to edit and fine-tune Sound
strips. This can be helpful if you need to precisely match audio to specific parts of your
animation.
7. Preview and Render Your Animation
As described in the steps for creating a 2D animation above, preview your 3D animation
to ensure it looks how you want it to. Once you’re happy with the results, you can render
it and see your final animation come to life.
As you continue to explore Blender’s animation features, remember that practice and
experimentation are key. With time, dedication, and a deep understanding of Blender’s
animation capabilities, you’ll be on your way to creating unique and captivating
animations that truly stand out.
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1. Create the 3D model: In Cinema 4D, this can be done using a variety of modeling tools
and techniques, such as spline modeling, polygon modeling, or sculpting. You should
design your model in a way to ensure that it will be easy to rig and animate. For
example the more dense your mesh, the harder it will be to rig and animate your object.
On the other hand, if you have a very low poly object, it can be difficult to achieve nice
deformations.
2. Design the rig: This typically involves creating a skeleton or "rig" made up of
interconnected joints and bones but rigs can also include using Deformers, Blendshapes
and hierarchy. In Cinema 4D, you can use the "Character Object" to create a hierarchy
of joints and bones for you automatically. No matter what you do to create a rig, it
should be designed to match the movement and deformation of the 3D model.
3. Set up the control system: After the rig has been created, the next step is to set up the
control system that will be used to manipulate the rig and animate the 3D model. This
typically involves adding user-interface elements, such as selectable nulls, sliders and
buttons, to the rig, which can be used to move the joints and bones and create specific
poses and movements.
Weighting is the process in which you define which joints influence which parts of your
characters mesh.
1. Weight the model: In order for the rig to properly control the movement and
deformation of the 3D model, it is necessary to carefully "weight" the model. In Cinema
4D, this can be done using the "Weight Tool," which allows you to assign each bone in
the rig to a section of your geometry, determining how much influence each bone has on
the deformation of each part of the model.
2. Test and refine the rig: Once the rig has been set up and the model has been
weighted, the next step is to test the rig and ensure that it is working properly. This
typically involves creating a series of test animations to see how the rig and model
behave, and making any necessary adjustments to the rig to improve its performance.
3. Use the rig to animate the model: Once the rig is working properly, it can be used to
animate the 3D model. This typically involves using the control system to manipulate the
rig and record keyframes for the type of animation you require.
Rigging can involve a combination of controllers, expressions, and blend shapes.
One of the key advantages of 3D rigging is that it allows animators to create complex
and realistic animations quickly and easily. With a well-designed rig, an animator can
create a wide range of movements and poses with just a few simple actions, saving a
great deal of time and effort. This is particularly useful for creating animations with many
characters, as it allows the animator to quickly create and manipulate multiple rigs at
once.
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Screensh
ot of the Bone Collections in the Armature Properties panel in Blender 4.1
Bone Collections can be 'solo'ed with the ☆ icon. When any bone
collection is marked as 'solo', shown as ★ in the interface, the regular
visibility options (the 👁 icon) are overridden. Only the bone collections
with a ★ are then shown. This makes it possible to, for example,
quickly show certain bone collections without altering the regular
visibility setup.
Screenshot of
the Bone Collections in the Bone Properties, Relations panel
Python API¶
import bpy
NLA¶
Add new channel options to Action bake, so you can choose what to bake
(loc/rot/scale and custom properties) (dd5b870d15, 4ddb52a775).
Rename "NLA Channels" to "NLA Tracks" (661e7e451a).
Screenshot of Blender showing the new Bake Action popup
Weight Paint: Bone Selection¶
Bone selection mode is made explicit when you enter weight paint
mode with an armature (edcac1f48b). It now has an icon and can be
accessed with the hotkey 3. In previous versions, this mode would be
enabled implicitly when both 'vertex' and 'face' selection modes were
turned off.
Keying¶
Rik Schutte explains these changes in Keying Animation Updates in
Blender 4.1 (YouTube).
Drivers¶
Single Property and Context Property driver variables now support a
fallback value to use if the RNA path lookup fails. (d0ef66ddff, Manual)
Drivers that failed to evaluate are now underlined in red in the channel
list of the Driver Editor. Previously that only happened for drivers
attached to non-existing properties. (b9074381e5)
Graph Editor¶
Scale from Neighbor operator (b27718a9e7, Manual)
Add an option to automatically lock key movement to either the X or Y
axis. This can be found under View » Auto-Lock Axis. (446b92d2ce)
Add option to right click menu on animated properties to view the FCurve
that animates it. For this to work the object/node has to be selected.
(a91a8f3fed, Manual)
0:00
/ 0:24
F-Curve Baking¶
A new operator "Bake Channels" has been added to the Graph Editor.
(1e931f5bd7, Manual)
Dope Sheet¶
Speed up Dope Sheet by only calculating keyframes that are visible in the
current view. (f06fd85d97)
Motion Paths¶
Add an option to create motion paths relative to the active camera. This
means the motion paths will appear in screen space when looking
through that camera. (79f84775f2)
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became lifelong companions. They ignited our dreams and sparked our
The artistry lies in finding the delicate balance between familiarity and
Memorable characters possess flaws and quirks that make them feel
originating in 1928: with his iconic round ears, white gloves, and
a century later.
for production.
art director. The art director oversees the overall visual style and
and ensure that the character designs align with the broader artistic
production.
During pre-production, storyboard artists work closely with character
or panels that represent the key moments and actions of the story.
sculpt and refine the digital models, ensuring accuracy and attention
When you are acquainted with the global picture, it’s time to drill down
Concept Development
personalities that align with the story and project vision. This is mainly
a brainstorming stage, but you can leverage character sheets from the
scripting phase to guide you. A character design concept should
unique technical constraints like the color palette or the art style.
Sketching
Artists create rough sketches and thumbnails to flesh out the initial
ideas. These quick and loose drawings capture the essence of the
personality traits, and role within the story to ensure that the sketches
Refinement
its full potential, adding depth, and details while removing anything
1. Clean line art - Create clean and precise line art to define the
character's features, contours, and proportions. Use confident strokes
to refine the initial sketches and ensure a clean design.
2. Add shades, highlights & textures - Add shades to give the character
depth and dimension, while highlighting key features to bring attention
to specific areas. Experiment with textures to add visual appeal.
3. Maintain visual coherence - The refined design integrates all the visual
styles, color palettes, and aesthetic choices established in earlier
stages. Aim for a final design that is clear, visually appealing, and
easily recognizable by ensuring that each element serves a purpose
and avoiding clutter or excessive ornamentation that may distract from
the character's essence.
angles, typically including front, back, and side views. These visual
a 3D space.
and expressions.
everything falls right on the first try. Having the right methodologies
productivity.
evolution. By having all the design assets in one place, designers can
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Joining Objects
|
Merging Vertices
Do you need to combine multiple objects into one with Blender? There are actually a few
different ways to merge objects in Blender, all of which are easy. You can join objects to create a
group, use boolean modifiers to merge complex objects, or merge individual vertices from two
shapes. This wikiHow article teaches you three effective ways to merge two objects in Blender
3D.
You can use the Union Boolean modifier to combine two objects into a single shape.
To merge the vertices of two joined objects in Edit Mode, select both vertices, right-click them, and select
"Merge Vertices."
Method 1
Joining Objects
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1.
1
Understand merging in Blender 3D. Joining objects together links multiple objects together as a group,
with the last object you select being the new parent object. When one object in a group is selected, all
joined objects will also be selected and act as one object. This does not modify the geometry of any of the
objects. Objects do not have to be touching to be joined.
Joining objects together is useful if you are dealing with complex shapes, character models, or
complex scenery. It is not particularly useful for 3D printing, where the geometry of the joined
objects needs to be merged into a single object.
2.
2
Make sure you are in Object Mode. You need to be in Object Mode to select multiple objects. Check
the drop-down menu in the upper-left corner to see if it says "Object Mode." If it does not, click the drop-
down menu and select "Object Mode."
3.
3
Select an object you want to join. To select an object, simply click it with the mouse. It will be
highlighted in orange in the viewport.
4.
4
Hold ⇧ Shift and select other objects you want to join. You can select multiple objects by holding the
"Shift" key and clicking them. All objects you select should be highlighted in orange.
Select the object you want to use as the parent object last.
5.
5
Click Object . It's in the menu bar at the top of the screen. This displays a drop-down menu.
6.
6
Click Join . This joins all selected objects as a group. When you select one object, it will select all objects
in the group.[1]
Alternatively, you can press Ctrl + J (or Command + J on Mac) to join selected objects
together as a group.[2]
Method 2
Using a Boolean Modifier
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1.
1
Understand the application. The boolean modifier takes two different objects and can apply one of three
modifications. Unlike joining two objects, the boolean modifier will create a new object with modified
geometry. The three types of boolean modifications are as follows: [3]
Union: The Union boolean combines the primary and secondary object into a single shape. All
intersecting internal geometry is removed. This is the one you use to merge objects.
Difference: The Difference boolean subtracts the shape of the secondary object from the
primary object where the secondary object overlaps with the primary object. The geometry of
the secondary object is completely removed.
Intersection: The Intersection boolean creates a new shape where the geometry of the primary
object overlaps with the secondary object. All the geometry that is not overlapping is removed.
2.
2
Make sure both objects are overlapping. You can move objects by clicking them to select them and
press G to grab them. Move them with the mouse and click to set them down. Move the two objects you
want to merge so they are overlapping in a shape you want to create when they are merged.
You may need to adjust the viewport camera angle and look at the shapes from different angles
to move them into the exact position you want.
3.
3
Select the primary object. When using the Union boolean, it really doesn't matter which object you
select. Select whichever one you want to be the primary object.
4.
4
Click the blue wrench icon. This is the Modifiers icon. It's in the button panel alongside the panel to the
right. This displays a drop-down menu at the top of the panel to the right.
5.
5
Click Add Modifier . It's the drop-down menu at the top of the panel on the right. This displays a menu
of modifiers you can select.
6.
6
Click Boolean . It's the third option in the menu below "Generate." This displays the Boolean Modifier
menu in the panel to the right
7.
7
Click the Union tab. It's the tab in the middle of the Boolean modifier menu.
8.
8
Select the secondary shape in the field next to "Object." It's in the Boolean Modifier menu. You can
either click the field next to "Object" and select the secondary object in the drop-down menu, or click the
eyedropper icon next to "Object" and then click the secondary object. Both objects should be highlighted,
and the secondary object should be listed in the field next to "Object." [4]
Both objects may combine, creating a preview of the combined shape. This may look a little
weird at first.
Do not select both shapes in the viewport. This will result in an error message when you try to
apply the modifier.
9.
9
Click
. It's the icon that resembles a bracket pointing down. It's in the upper-right corner of the Boolean
Modifier menu. This displays a drop-down menu.
10.
10
Click Apply . It's at the top of the drop-down menu. This applies the modifier and merges the two shapes.
Alternatively, you can press Ctrl +A (or Command + A on Mac) to combine the two shapes.
11.
11
Move or delete the secondary object. The modifier does not delete the secondary object. It is still intact
and overlaps with the combined objects. You can either select the secondary object and move it out of the
way, or press the Delete key to delete it. You should now see your two objects combined into a single
shape.
Method 3
Merging Vertices
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1.
1
Understand the application. Merging vertices from two shapes is a more precise way to merge shapes
together. It takes a little longer to do it this way, but it gives you more control over the cuts and polygons
that will be created.
2.
2
Move the two shapes you want to merge close together. You can move a shape by clicking it with the
mouse and pressing G on the keyboard. Move the shape and then click to put it down. Place the two
shapes so that the faces you want to merge are facing each other. You can rotate a shape by pressing R.
It's not necessary that the two shapes be touching each other, but the two faces you want to
merge should be close to each other.
3.
3
Select both shapes. To do so, hold Shift and click both shapes. They should both be highlighted in
orange.
4.
4
Join both shapes together. Press Ctrl + J (or Command + J on Mac) to join both shapes as a group.
5.
5
Switch to Edit Mode. To do so, click the drop-down menu in the upper-left corner and select "Edit
Mode."
6.
6
Make sure you are in Vertices Select Mode. To do so, click the box right next to the drop-down menu
in the upper-left corner. It's the box that resembles a dot on the outline of a cube.
7.
7
Select two vertices on both shapes across near each other. The vertices are the dots in the corners of
the polygons and edges. They resemble black dots in the corners shape's polygons. Hold Shift and click
two vertices across from or touching each other on both shapes.
8.
8
Right-click one of the vertices and click Merge Vertices . This displays a menu with options on how
you can merge the vertices.
9.
9
Select an option to merge the vertices. The options are as follows:[5]
At Center: This will merge the vertices at the center between the two vertices.
At Cursor: This merges the vertices at the cursor. The cursor icon resembles a crosshair with a
red and white band around the center. You can move the cursor by clicking the cursor icon in
the menu bar to the left and click where you want to put the cursor.
Collapse: This merges vertices on a single shape that are connected by a line or edge. This is
not applicable when merging two separate shapes together.
At First: This merges the vertices at the location of the first vertex you selected.
At Last: This merges the vertices at the location of the last vertex you selected.
10.
10
Continue merging all subsequent vertices. Continue merging vertices two at a time using the same
steps as above until the faces you want to merge are completely fused together.
11.
11
Adjust the position of any vertices you want to move. When merging the vertices, it may change the
vertices' position and deform the object's overall shape. If you need to move any merged vertices, click
them with the mouse and press G on the keyboard to grab them. Move them with the mouse and then
click the set their position.
12.
12
Switch back to Object Mode. Once you are happy with the merged shape, click the drop-down
menu in the upper-left corner and switch back to Object Mode.
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%20selecting,and%20select%20%22Merge%20Vertices.%22
From sculpting and modeling to rigging, animating, and rendering, each stage plays a
crucial role in crafting a believable and expressive character.
What’s 3D Facial Animation?
Wh
at’s 3D Facial Animation?
It begins with capturing or modeling the basic structure of a human face, including
features like eyes, nose, mouth, and skin texture.
Then, sophisticated software and algorithms are employed to animate these models,
allowing them to mimic human expressions, speech, and gestures.
Advanced techniques such as motion capture, blend shapes, and rigging are often used
to achieve precise and nuanced facial movements, ensuring that the characters appear
natural and expressive.
3D
Face Modeling
Creating a 3D animation face starts with making a 3D model that looks like the
character’s face. You can do this using software like Blender, Maya, or ZBrush.
These tools help you shape, adjust, and add texture to your model to make it look real
or stylized. You can also use pictures, scans, or photogrammetry to help you get the
details right.
The level of detail you add depends on how you want your character to look and what
you’re using it for.
If you’re making a movie, you might want a very detailed, lifelike face. But if it’s for
a cartoon, you might focus more on making it expressive rather than super realistic.
>>>Read more: New technology innovating 3D animation production industry
Faci
al Rigging
Facial rigging is the process of adding a system of bones and blending shapes to your
3D face model.
Bones act like the skeleton, defining major facial joints like the jaw, eyes, and
neck. They provide the structure for movement. Blendshapes, on the other hand, bring
life to the face by creating subtle expressions like smiles, frowns, or blinks.
There are two ways to create blend shapes: manually sculpting different poses or
using tools like FaceBuilder or FaceCap to generate them automatically.
Manual sculpting gives artists precise control over each expression, while automated
tools speed up the process, especially for complex animations.
Once rigged, the face model becomes dynamic, capable of conveying emotions and
reacting to its environment.
This step is crucial in animation, as it allows animators to breathe life into characters,
making them relatable and engaging to the audience.
From joyful grins to sorrowful tears, facial rigging empowers animators to evoke a
spectrum of emotions, enriching the storytelling experience.
Faci
al Motion Capture
Facial motion capture works by recording the movements of a real person’s face and
copying them onto a digital character.
To do this, you can use cameras, markers, sensors, or special headsets. Software like
Faceware or iClone helps analyze and tweak the captured movements to make them
perfect.
This method saves a lot of time and effort for animators. However, it needs some
adjustments to make the movements look natural and expressive. Think of it like fine-
tuning a radio to get the best signal.
With facial motion capture, animators can make their characters smile, frown, or show
any emotion just like real people do. It adds a whole new level of realism to 3D
animations, making the characters more relatable and engaging for audiences.
>>>Read more: Pros and Cons of Motion capture? The development of Motion
capture Asia
Step 4: Facial Animation Editing
Facial
Animation Editing
Facial animation editing is the next step after applying facial motion data to your 3D
face model. This process involves refining and perfecting the animation using
different tools and techniques.
Keyframes, curves, and graph editors are commonly used to tweak the timing,
intensity, and smoothness of facial movements.
These tools allow animators to fine-tune each expression, ensuring they match the
character’s personality and the scene’s requirements.
Layers, masks, and modifiers are also essential for adjusting and customizing facial
expressions. They enable animators to add, remove, or modify specific parts of the
face, enhancing the overall performance and realism of the character.
Additionally, scripts, plugins, and presets can streamline the editing process,
automating repetitive tasks and simplifying complex adjustments.
During rendering, you can adjust things like lighting, shadows, and materials to make
your animation look just right. You can also use features like subsurface scattering,
ambient occlusion, and depth of field to add more realism.
Rendering takes time and needs a powerful computer, but it’s worth it. It makes a big
difference in how your animation looks in the end. It’s like making sure your cake
looks as good as it tastes!
Ultimately, the best software depends on your specific project requirements, budget,
and personal preferences. It’s essential to explore and experiment with different
options to find the one that best suits your needs.
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Point Lamps
Point lamps are the best representation of how most
real-world light sources work. Light from a point
lamp starts from a single point and emits outward in
every direction.
Sun Lamp
The sun lamp imitates having a sun in our scene.
Since the real-world sun is so far away, the falloff
from its light is not noticeable to humans on Earth.
So in Blender, a sun lamp will have a “constant
falloff” meaning it’s the same strength everywhere in
the scene. We can control the direction, intensity and
color of the sun lamp.
T
he sun lamp’s strength is the same regardless of how
far away an object is.
Spot Lamp
A spot lamp in Blender simulates a real-world spot
light. Its light shines in a cone-shaped pattern, but
the light dissipates as it travels from the source. We
are able to adjust the strength, color, size of the
cone and the “blend.”
The blend is how sharply the light is contained in the
cone pattern. A zero blend will be fully lit in the cone
area and no light will be outside the cone.
Zero Blend
Max Blend
Area Lamp
An area lamp emits from a plane. These lamps
simulate light diffusers in studios and other large
emitters of light commonly used in photography or
film.
Zero Spread
Different shapes for the area lamp can be selected
from the light properties panel. Options include:
Square, Rectangle, Disk and Ellipse.
Color Settings
Power Setting
The power of the lamp is its strength. A higher
power value will be brighter and will shine a much
farther distance in the scene before it falls off.
IES lamp
example
IES lights only work in Cycles and will not work in
Eevee.
To set up an IES light, add a point lamp to the scene.
Go to the Light Properties Panel and turn on the
“Use Nodes” button. This can also be done in the
Shader Editor if the point lamp is selected.
Use Nodes in
properties panel.
A
n IES Texture Node file browser button
Toggle the IES texture node to “External” and a file
browser option will open. Click on it and navigate to
the IES file you want to use. Choose it and the IES
lamp should display correctly.
Blender has always been computer-centric and optimized for mouse and
keyboard. But what if you could model and render scenes with the
convenience of a touch-enabled tablet and the power of your PC or Mac?
With Astropad Studio, not only can you use Blender on your iPad while
utilizing your computer’s processing power, but you can also speed up and
simplify your modeling workflow!
To help you get started, we are putting together some tutorials to build your
confidence using Blender on your iPad. This guide will focus on the basics of
lighting in Blender using the Eevee rendering engine.
set up quick keys and
shortcuts for blender on your
ipad
Before we get into lighting our scene, we will want to make sure we have the
relevant quick keys and shortcuts to streamline our workflow. If you’re new to
using Blender on your iPad, check out our guide for setting up Quick Keys and
gesture shortcuts in Astropad Studio:
Sun lamps – Sun lamps, as their name implies, are meant to mimic the sun
we see on Earth. The sun lamp’s falloff will be considered constant falloff
since the real-life sun’s light is more or less consistent and not focused on any
one point like a normal lamp would be. The common settings to adjust for the
sun lamp are color, strength, and whether it casts shadows.
Example of a sun lamp and its customization
Spot lamps – Spot lamps simulate a spotlight and shine their light in a cone
shape. The light slightly diffuses as it travels from the source but the falloff is
not nearly as dramatic as what you would see with a point lamp. Not only can
you edit the color for spot lamps, but you can adjust the diffusion, shadows,
and size of the cone. If you aren’t sure what objects the spot lamp’s light is
encompassing, you can select Show Cone under Spot Shape, and it will
provide a translucent example of the cone’s shape that is not affected by
diffusion.
Example of a spot lamp and its customization
Area lamp – Area lamps emit their light from a plane much like the light
diffusers you see in Photography. The light can be completely diffused from
the light source (the default) or they can be set to limit their light solely to the
shape of the plane you choose causing sharp edges to appear. There are a
few different shapes to choose from with area lamps, and while I have a disk
shape selected here, you can choose a rectangular, square, or circular area
lamp as well.
Example of an area lamp and its customization
In this living room model, we have a lamp on a table and while we don’t
technically have a ceiling modeled, we will also have a light source coming
from what would be the ceiling for the sake of the render. We are mostly going
to be focusing on the corner with the lamp.
how do we begin?
In our scene, we are mostly going to be focusing on point lamps. Typically
lights within a home are small, relatively low wattage, and yellow-tinged to
give it a cozy feel. Since we have a table lamp already created, we will use
that as our starting point; so let’s get a point lamp in place. To add a lamp to
our scene:
Either use our Add Object shortcut or type Shift+A to bring up the Add
Object menu.
Select Light
Then select the lamp you want to add to your scene. For this instance,
we will want a Point lamp.
In the comparison photo above, I am using the render preview feature to get
the best idea of what my lighting choices look like without going through a full
render. While this makes things look a little fuzzy as a result, we can still get a
good feel of how our lighting and textures look.
Using a more yellow-tinted light provides a bit more of a homely feel and with
the pink wallpaper, it may bring to mind a grandparent’s home, or a childhood
bedroom. With the white light, we get a slightly more modern and maybe
sterile feeling environment, even with the pink wallpaper. White lighting is
typically achieved through the more modern LED lights and is common for
newer homes and office spaces.
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9 min read
Lighting models
When you light your models, you want to bring out the best in them.
When done right, your lighting highlights your model’s best features,
creates depth, and enhances the overall mood you want your art to
radiate.
Setup
Before you start setting up your lights, make sure your camera is in the
right place. Nothing is as annoying as getting the perfect lighting, only
to decide you want to shoot from a different angle and finding out your
lighting doesn’t work from there. Try out as many angles as you want,
just do it before you light everything up.
When you’ve done that, you can start with a basic lighting setup like
shown in this picture. These aren’t exact positions, so feel free to vary
them a bit. The key light is usually the main source of light and should
be positioned in a way that it lights the part of your model you want to
stand out. Your fill light is there to make sure you don’t make the dark
side of your character too dark by adding just a little illumination.
Don’t set it to the same strength as your key light, as you do want some
shadows left. Finally, there’s the backlight. Your backlight should
always be behind your model and facing the camera and sets your
model apart from its surroundings. With a stronger backlight comes a
stronger lighted and what parts are in the shadows. Because of this, the
direction of your lights will influence how people perceive your model
and create a 3D effect.
Direction
Horizontal light or flat light means you light your model directly
from the front. There are almost no shadows here, so you get a kind
of neutral effect.
Under lighting is a way to make your model look slightly creepy and
unfamiliar. Because you put a lamp under your model you get
shadows in strange places, adding a strange effect.
Top lighting has a similar effect. Because you light your model from
above you get shadows on the eyes, making your character look
scary. Because of the sun, most things are lighted slightly from
above, so keep that in mind if you want natural lighting.
Of course, you don’t always go all the way down or all the way up with
your lights, but as you do the effects of top- and under lighting become
stronger.
Besides up and down you can move your light from left to right around
your model:
[caption id=”attachment_2104" align=”alignright” width=”401"]
45° angle. This is a very common way of lighting. You mostly light
one side of your model, while also casting some light on the darker
side. Make sure you add a little spot of light on your model’s dark
side with this kind of lighting, as this adds a little extra bit of special
to it.
Intensity
First of all, don’t go too bright and don’t go too dark. If your colors
start to become white, you should dial down your light’s brightness and
when you have to squint your eyes to see what’s there, turn it up a
little. Don’t worry, I’ll explain how to make dark scenes later on, so
hang on. First, how do you get the right brightness?
There are no exact rules. If you want to get it right, you’ll have to try it
out for yourself. There are some guidelines like the ones above though,
so here they come.
The brighter your backlight, the stronger the lighting around your
model and the separation of your model with the background.
Your fill light should always be weaker than your key light. You use
it to fill in the dark shadows, and you don’t want those to disappear.
Besides this, brighter lights bring make for stronger colors and the
emotions associated with them. This is more something for the “mood”
part of lighting, so I’ll continue there.
Mood
For the strange, unfamiliar look you can use downlighting. It casts
shadows on the cheekbones and bridge of the nose. It’s like holding a
flashlight under your chin when you tell a campfire story. Strange,
unknown and a bit scary. If you want to go for the real horror, top
lighting is a great alternative, as it makes black holes from your
model’s eyes. Be honest, that’s just downright creepy. Using the right
colors can also do wonders, so taking a look at Plutkick’s wheel of
emotions is never a bad idea.
The kind of shadows you use on your models also adds to your model’s
atmosphere, so here’s what you need to know. Sharper shadows look
scarier and unfamiliar. To create those, use small lights. For more
natural, warmer shadows you can use bigger lights. A bigger light
basically equals a softer shadow. Keep also in mind that a brighter light
makes for a sharper contrast between light and shadow.
Lighting scenes
Lighting your scene isn’t an easy task either. You have to take
everything into account, from shadows to realism. Here we’ll also be
talking about setup, direction, intensity, and mood.
First of all, set up your camera. You don’t want to move it later on and
find out all your lighting has to be adjusted. Once you’ve done that,
decide whether you want to light your scene manually or use an HDR
or something like it. If so, you can still add a few lights here and there,
just not as much as when you’re starting from scratch.
When you are starting from scratch, start with your key light.
Depending on what kind of scene you’re making, this can be either a
sun light or an area lamp. For outdoor, natural scenes a sun lamp is
best, but for anything indoors I recommend using area lamps. If you’re
doing an outdoor scene with a creepy atmosphere it’s better to use area
lamps, as you can make these smaller and thus create sharper, darker
shadows. To start off, set your key light at a 45° angle with your camera
and shining down on your scene. You can always change this
depending on the specific requirements of your scenes, but it’s a good
starting point. Add a bit of color to your key light to set the mood for
your entire scene.
Your key light won’t light everything, so you’ll need a fill light. This is
basically a big, dim light that makes sure most of your scene is still
recognizable when it’s not lighted by the key light. You can put it
opposite of the key light to get the best effect. Make sure you can still
clearly see the difference between a shadow and a lit place after you put
up your fill light, as shadows are crucial for the depth of your scene.
When coloring your fill light, make sure its color matches that of the
key light. It doesn’t have to be the same, but taking a look at the color
wheel never hurts.
When you’ve set up your key and fill light, you can put up some
spotlights to highlight special parts of your scene. This is optional, but
if you decide to do it you should be careful. Make the spotlight either
barely noticeable or blend it into your scene, like a patch of sunrays
breaking through the leaves or a streetlamp shining down on
something.
Dark scenes can be hard to light. While trying to get that darkness into
their scenes, many people make the mistake of leaving too little light to
actually see what’s there. That’s a waste of great work, especially when
there are better techniques that make your scene look dark without
dialing down your brightness too far.
First of all, get some color out of your scene. Make everything a bit
duller than it would be in a bright scene. You can do this with the
colors you use on your objects. When it’s dark, our eyes have a hard
time making out colors and are much better at seeing black and white,
what brings on to the next point.
Create more contrast. Try to move your scene a bit towards a black-
and-white photograph. You don’t have to go all the way, but more
contrast means a better illusion of darkness. Making your lights
slightly blue also helps to maintain the illusion.
Finally, you can add a big area lamp or a sun lamp that gives off a very
faint glow, kind of like a full moon. Nothing is ever completely dark,
and this way you add just a little bit of extra light to your scenes.
Whatever you do, never try to create darkness by dialing down your
lights. Use a combination of color, contrast and glow, then see how far
down you really need to go.
That’s it for lighting your scenes. While I hope I’ve shed some light on
the subject for you, you should realize lighting is a pretty complicated
matter. After this article, you only have an idea of the basics. To really
master lighting you have to practice a lot, so stop waiting and get
creating!
https://medium.com/@jessekeuter/how-to-light-your-models-and-scenes-in-blender-2386d269cc1c