Adapting Your 3D Skills: 3D Animation from Blender to Maya | Madison Erwin | Skillshare
Drawer
Search

Playback Speed


  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x

Adapting Your 3D Skills: 3D Animation from Blender to Maya

teacher avatar Madison Erwin, Animator

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:32

    • 2.

      Expand Your 3D Toolset

      2:55

    • 3.

      Get to Know Maya

      6:16

    • 4.

      Understand Proprietary Studio Tools and Pipelines

      4:50

    • 5.

      Adapt Blender Workflows to Maya

      11:40

    • 6.

      Final Thoughts

      1:12

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

223

Students

4

Projects

About This Class

Open yourself up to more 3D animation opportunities by learning how to adjust your workflow in Blender to industry standards. 

Madison Erwin started her career as a 3D animator by teaching herself the ins and outs of 3D software like Blender and the workings of the animation industry. Just three years later, she’s gone on to work on projects like Spider-Man: Across the Spider-Verse, I Am Groot, and Doctor Strange in the Multiverse of Madness. Now Madison wants to share everything she learned and did to skyrocket her 3D career to the next level.

Being self-taught in Blender, Madison had to learn to adjust to industry standard 3D animation software  when she first started working for big animation studios. In this class, she wants to share how to make your transfer from Blender to other 3D softwares more manageable. By adjusting Blender’s layout, hotkeys and UI to make it more industry standard, you’ll be better prepared for learning new softwares and be able to unlock the next level in your animation career.

With Madison as your guide, you’ll:

  • See how Blender compares to industry standard software like Maya
  • Discover what workflow to expect when working for a studio
  • Get a glimpse at what working in Maya is like
  • Customize your hotkeys and UI in Blender to match the workflow in Maya

Plus, Madison shares a downloadable, industry-standard hotkeys script that you can easily add to Blender and start working with right away. 

Whether you’ve been working in Blender for years and are curious about transferring your skills to other softwares or you want to diversify your 3D animation knowledge from the start, you’ll leave this class with more knowledge on Maya as well as industry compatible hotkeys and UI adjustments for Blender, which will help open you up to more opportunities in the 3D animation industry.

Previous Blender experience will be helpful for this class. You will need your computer, Blender, and your preferred note-taking tools. To continue learning more about building a successful 3D animation career, explore Madison’s full 3D animation learning path.

Meet Your Teacher

Teacher Profile Image

Madison Erwin

Animator

Teacher

Madison Erwin is a self-taught 3D animator based in LA. Known for her acting and animation skills, she successfully freelanced for a year before taking a role in-house at Sony. Her work has been featured in blockbuster films like Spider-Man: Across the Spider-Verse, Doctor Strange, the Disney Plus Series I Am Groot, and hit game Kena: Bridge of Spirits.



See full profile

Level: Beginner

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: As animators, we are artists alongside being problem solvers, and we also need to bring that problem solving mindset into different types of software. Hi, my name is Madison Erwin. I am an animator. You may have seen some of my work on the new Spider Verse movie, we've also worked on a few Marvel projects. I was self taught on Blender and now being in the industry for a few years, I also know Maya. In this class, we're going to be going into Blender, learning some tools and some tips that are going to make transferring to other softwares later in your career a lot easier and a lot smoother of a transition. I'm really excited to teach this class because this is going to unlock the next level in your animation career. These are some tools that I feel like would have made my transfer into another software so much easier. One of the first things we're going to cover in this class is understanding different softwares that are even available for 3D. We're also going to go into what are proprietary pipelines that you're going to end up facing in different studios and different gigs and I'm going to walk you through each step of how to change the Blender layout and UI and the hotkeys to make it more industry standards so that we'll be able to transfer over to other softwares in the future. If Blender is the only software that you know, there's is nothing wrong with that, you're going to be able to have a successful career in animation. This class is just designed to give you the tools that you need to be able to make the transfer a lot more manageable. The cool thing about this class is you can take it no matter where you're at in your animation learning journey. All you'll need to follow along is your computer and Blender 4.0. I'm so excited that you're here and you're ready to take your career to the next level. Let's get started. 2. Expand Your 3D Toolset: Welcome to this class. Today, we're going to be taking your Blender UI and converting it to be more similar to an industry standard software. I remember I learned on Blender for about six months before I decided to take the plunge and try to transfer over to another software. The software I transferred over to was Autodesk Maya. That is a beast of software in itself, and Blender already was such a learning curve, and I really struggled. This was back when Blender had right click for your automatic selection, which just made no sense and you couldn't change it. There was a lot of weird things about Blender that did not translate over to Maya. There's a lot of ways to change that now, which is what we're going to be going over in this class, so that way it's not so much of a culture shock when you go from Blender to another software. I remember that was a really difficult part for me. We're going to give you some tool sets that are going to make that a lot more chill of a time going from one software to the other because you're going to have to do this a lot in your career if you keep going to 3D animation. If you're super early in your Blender journey, in your 3D animation journey, it's great that you're here because the earlier you implement these skill sets and these ways of working, it's going to be so much easier for you, way easier than it was for me moving from Blender to another industry software. The beauty of this class is you do not need to bring a single project up in Blender. We're going to be doing this all in Blender's native user interface. I'm going to give you some tools, some scripts that you can use to install and fix your Blender up a little bit differently than you normally would, and the best part is all of it's undoable. So if you mess up something, there's an easy way to wipe the slate clean and go back to what you're used to. But we're going to do this so that way you can compare and contrast what is it like using the industry standard UI? How does it compare to Blender's? Start easing yourself very nicely into using a little bit different of a UI than you are used to with Blender's normal one. All you're going to need for this class is your computer with Blender downloaded, and we're going to walk through step-by-step all these UI changes, and I'm going to help you change your workspace to be a little bit more industry standard. Now, all the things that we're going to be doing in this class when it comes to Blender UI and changing everything up in the workspaces, it's going to be a little bit tedious. This is definitely a tedious process. Figuring out hot keys, dealing with a new user interface is a really difficult task. Don't be discouraged, because in the end, the payoff for this is incredible. I know I started this when I was learning Blender. I started it pretty late into my Blender journey where I changed a lot of hot keys because I knew I was about to go into Maya. So I was trying to like bridge the gap between the two software. It was so hard, but it made jumping into Maya when I actually had to really start animating in it so much easier. Stick with me. I'm going to hold your hand, we're going to get through this together and trust me, it's going to pay off. You're ready to get started. Meet me in the next lesson where we're going to talk about where does Blender fall within industry standards. 3. Get to Know Maya: Welcome back. We're about to dive into two different animation softwares and we're going to compare and contrast them, this is Blender and Maya. You might be very familiar with Blender already. It's probably the software that you've been learning on for a while, and Maya, you may be a bit more unfamiliar with. Maya is usually the one that you're using whenever you're in the industry. A lot of studios use Maya or their own versions of Maya that are patched up. Maya is the industry standard when it comes to animation. Specifically, animators use Maya within a studio setting. They might use Maya that looks a bit different because they're using a lot of their own tools. But Maya is definitely the industry standard. If you're hoping to get a job within animation, you need to tailor your Blender to fit more of the standards of Maya so you're going to have a easier time shifting from one application to the other. First things first, we're going to show you something that you're probably more familiar with, and this is blender, this is always what you have in blender. You have your camera here, you have a cube, and then you have a light. We can see that over here in what's called the scene collection. This is your outliner, which is showing you everything that exists within this 3D world and your scene. This is very specific to Blender where you always open the scene and there are at least three things there. It's never like that in other animation softwares. If you open Maya or any other animation software, and you think, where's the cube? Where's my camera? Where's a light? You have to create those things yourself. In Blender they're already there for you, for better or for worse, some people love it, some people hate it. But just an important thing to note that's different in case you open another software and you think where did that thing go, you have to usually create it. Another thing about Blender is navigation. This big window is your 3D viewport, where you're going around, you can look at your object. The very specific thing about this is I have to hold down shift and middle mouse drag to pan around my object. This navigation is very specific to Blender and it's not super industry standard. Something to keep in mind is Blender has its own set of hot keys and different move keys. If you want to use different tools, they're going to have a very different key map, which is what Blender calls them. Other 3D softwares called them hot keys. Blender, very different navigation and user interface, comparatively to Maya and other 3D softwares. Keeping all that in mind, we're going to switch to Maya now. This is how Maya looks when you first open it. Relatively similar to Blender, but a little bit different when it comes to the layout coloring, where things are. Some key features are the cube is not there, an interesting thing no cube, no camera, no light. This is an empty scene. This is just me opening up Maya for the first time. This is what you see. Another key thing to notice is that the layout is a bit different. Over here you see it says channels, edit objects. This is your channel box. In Blender, that's usually called the Properties window. In Blender, you might recognize that's usually on the bottom and you may be thinking, oh my God, where's the outliner and be confused, because the outliner is something we use a lot. In Maya and other industry softwares, usually it's here to the left, so it's hidden and tucked away, so that way you can tuck it away whenever you don't need it. The outliner, if I click on it over here, it opens it up and we see what's in our scene. By default, we don't have a cube, we don't have a light, and we don't have a camera like in Blender. However, the top, front, and side views, those are your orthographic views. You know on Blender when we see the top side, left, right, the views on the camera, on Maya those are separate cameras that exist as their own entity. That's an important thing to note. Outliners here, don't be worried. If you open up another software and you can't find it, it's usually going to be over here to the left somewhere and a lot of times we keep it collapsed. If I click on Outliner, it stays collapsed. That way we have more space to work within our 3D viewport. I would say the biggest difference that will trip you up very quickly if you're going from Blender to Maya is navigation. In Blender, as we know, we hold shift to navigated around the viewport. Maya, very different. We're going to be holding Alt and that's middle mouse clicking to pan. In blender, you would know that it's shift in middle mouse clicking and that would pan things around. If I use the Blender controls where I'm trying to hit Shift, hold it down, and I'm middle mouse dragging, I'm trying to right click. Oh, now all there's this stuff showing up. If I left click and hit Shift, I just have this bounding box that comes up. It's very different and it's hard to break that muscle memory coming from Blender and going into Maya or any other software, so to tumble around our object, we are holding down Alt and left mouse button, holding to tumble. Middle mouse button with Alt is also panning. Then to zoom in and out, still held down with Alt, and we're zooming in and out with our right mouse button. Just to be super clear, Maya is its own entity and Blender is its own entity. Blender has something specifically called blend files. You're very familiar with those if you've been working in Blender for a little bit of time or a long time. Maya cannot open up blend files. Blender doesn't really play well with others when it comes to going down the pipeline. If you're staying within Blender, it's incredible. Works really great. Everything is compatible. However, if you're trying to go from Blender to Maya, there's a lot of things that you have to do that have extra steps in order for Blender files to be read by other programs. One of the reasons why Autodesk and Maya is such a leading industry standard is because they have a lot of different file types. They're integrated with a lot of studios pipelines already. It's very easy to be able to just plug and play with the different tools that they need and the different parts of the pipeline that need to pick up your work later. Now what I want you to do is to go on YouTube research online, some different people using Maya for some animation project. See what people's processes or workflows are. See how it differs from Blender. See how it's similar to blender. Watching someone do something in a software is a lot better of a teacher than you just jumping into it alone. It's always great to be able to go in, see how people are using the software. That way you can be better equipped when you are making the transfer from Blender to another software. After you watched a few Maya tutorials, come back and meet me in the next lesson where we're going to talk about Blender and Studio proprietary pipelines. 4. Understand Proprietary Studio Tools and Pipelines: We're going to be talking about studio specific pipelines and tools. I really just want to show you that being an animator is not about the software, the software doesn't make you an animator, it's about being adaptable and having the skills that you need to be adaptable. Because many things are going to need to be customized to a studio and not just the software. The first thing that we're going to talk about is studio pipelines. This can be a new concept to people, especially if they're first starting out in 3D animation. Usually a studio specifically is going to have a set of tools and specific software that that studio is using for each and every product and projects that they ever put out. Sometimes this can be industry standard software and tools that you can easily download, either paid or free online, and sometimes in bigger studios or even smaller studios can have specific proprietary tools and software that they're using that integrate into their pipeline. That can either be a base software that a studio has purchased licensing for and then they have slowly modified to become something very different, or it can be a software that they have built from the ground up or a tool that they have also built from the ground up and now have to use it within their pipelines that way it fits within the scope of a project. For instance, I made the switch from Blender to Maya pretty early on, and I got really good at Maya. I knew where things are at. I know if something's wrong where to go to fix it, and hat's another important thing. Then one of my first jobs working in future animation, they used Maya, but a very different version of Maya to the point where I opened up Maya and I was like, what is this? It had the name Maya, but it did not look anything like it. It was very customized, heavily modeled to fit the needs of the studio. Even though it was technically the same hot keys, the same navigation, there were so many different tools, so many tools that had been replaced with the studios own tools, that it was overwhelming. That's something that happens a lot. I've had that happen also with a few of my VFX jobs. I've popped in and they say, we don't actually play blast, which is very common to watch your animation, you play blast it. They're like, no, we don't play blast, we do this specific thing, here's a tool to use it. The reason that a lot of these studios end up having their own pipelines and proprietary tools is because they have either a repetitive action or something that they do constantly that is a need that can be very easily automated, or they need it in a different format, in a different way than the software gives them. Maybe a studio starts out with basic Maya. The basic Maya that we can all download, it looks like the normal thing, but then as slowly as they're building a project and as the studio gets bigger, they start adding on more and more things and duct taping Maya into this different beast. A lot of times these bigger studios have their own tech department that will write tools for the artist, so an artist can say, hey, I'm an animator and I have to do this thing all the time and it's so annoying because it takes too long and it should be such a simple process. They might tell that to the tool department and then the tool department is going to say, cool, let me write you a script, let me write you a custom tool. They get in, they change it, they script, they make a beautiful thing. We love the tool department. It's great when it works really well, but again, it's just a whole new interface and something that's proprietary to that studio only, so you're not going to be able to play with it or learn that kind of software or tool until you're actually in the studio. It's really important skill set as an animator to be able to know how to learn new software on the fly. You may be thinking, well, my end goal isn't to work for a major studio, I want to work for myself or I want to freelance and totally understand that. You won't be having to deal with a lot of proprietary tools in terms of you're the one using them, but think about this in a collaborative way. If we're freelancing, especially as a 3D animator, usually we're doing a very small part of the project. We're using our own software, maybe it's Blender or Maya, whatever else we're animating. Then we're sending it off for it to go down a pipeline or be passed to another artist. There's going to be a standard there as well. Even though the industry standard might look different in regards to a studio, it still is very much well and a live when it comes to freelancing and working for yourself. Because at the end of the day as a 3D animator, we're doing a very small part of the puzzle and that's going down to other departments. What I want you to do now is go on YouTube, go online, research some bigger studios. There's a lot of times of documentaries that these studios will do or show and tells of a few of their tools or specific pipelines. Even some studios will have, hey, here's our specific animation program that we use that nobody can have except if you work here. Go and research those things and just compare and contrast what these studios are using so you can get a taste and get a feel for what these pipelines are and the proprietary tools that they're using. After you went and research some of the studio proprietary softwares and tools, maybe in the next lesson where we're going to talk about how to adapt your Blender UI to be industry standard. 5. Adapt Blender Workflows to Maya: Welcome back. We are about to jump into the nitty gritty of how to customize your Blender UI for Intratutandard software. This is Blender 4.0. As you can see, this is the very default setting, this is Factory Settings Blender. First thing that we're going to do is theme. We're going to go to edit, we're going to go to preferences, and here we're going to have several different preferences that we can use to make this a little bit more into standard that's already built into blender as an option. A lot of people just don't know that it even exists. We're going to go to themes, it's the second one here, click on that. Now the beauty of this is we have presets now. This did not used to be a thing with blender and you used to have to go in and do this all yourself and script it, but now we have a preset. We're going to click down, open this drop menu, and now we have Blender dark, Blender light gray, minimal dark, all this different stuff. Our favorite is Maya. I'm going to load this preset, and as you can see, things changed a little bit. What changed? We're going to flip back and forth. Blender dark, this is what Blender usually has, looks like this. Maya, a little bit different. This is really just changing colors and the different ways that things are outlined or highlighted or selected. This one is a little bit more industry standard, it's a little bit more like Maya, Cinema 4D, a couple other softwares, Rumba, even if you've used that. This just makes it a bit more cohesive when it comes to jumping back and forth between softwares. Next thing that we're going to do, this is the fun one that's going to help a lot of things in your blender career and your animation career going forward, and this is hot keys. Hot keys are the things that you're pressing all the time to quickly get to a new tool or a new resource on the 3D animation software. With Blender, we have all of these. It's going to be under key map. All of these things can be changed manually. You can go in as we see all of these options. Hot keys are something that are completely customizable. Some people have their entire own hot key set up, which is insane, but it's really good to be able to have your hot keys translate between softwares. Let's say you're animating, you grab a control, you want to set a key, what are you pressing? On Blender, a lot of times the standard preset for that hot key is I. I is all the way over on my other side of my keyboard for me. I'm using my left hand on the keyboard, my right hand on the mouse. For me, that's inconvenient to constantly go over and press I. Now what I like to do is make my hot key something that's very simple. It's easily translatable between different softwares, so let's go here and we're going to hit Import. I have made you a nice little industry hot keys Python script that is going to automatically put some of the Maya hot keys in your Blender so that way you can go seamlessly back and forth and navigate. Amanda is very simple. It's not changing every single hot key and blender, because you need to be able to follow along, especially if you're first learning Blender, you need to be able to follow along tutorials and know, hey, if they say to press these buttons, those are actually going to be the hot keys that are doing the action that you want to do. These are really just fixing your navigation hot keys because that's the biggest thing that trips a lot of people up when they're going from student in Blender to Maya. We're going to select these industry hot keys and we're going to say Import Key configuration. Now you can see this drop down change to Industry hot keys. If you click that drop down, the beauty of this is you can switch back and forth. But I'd encourage you to use industry hot keys as much as you can for your key map set. Now that we have that, let's close this off. Now, I can move around, I know where I'm at. This is going to work very much like Maya. In order to tumble, you're going to hold down Alt and you're going to hold left mouse button and that's going to tumble around. This is very standard, this is with any other 3D animation software. This is going to be how you're navigating around your 3D viewport. Next thing is Alt middle mouse hold. This is going to pan. Then two different ways you can zoom in and out. This is middle mouse just scroll, I use that mostly or you can use right mouse click and then also holding down all. That way you can go in and out. You can see this is a very easy way to flip around. Now here's one of my favorite hot keys that I included in this keyset that is so useful. Let's say I'm way out here, I can barely see my scene anymore. Maybe instead of going to the scene collection, instead of going to the outliner, maybe I just want to grab something and look at it real quick. What I'm going to do is I'm going to hit a light or something in my scene, and I'm going to press F on my keyboard. That automatically takes my perspective camera to wherever that thing is that I just grabbed. Also when I tumble now, it is going to be tumbling around the selection. That is a very useful and very standard set of hot keys and functionality that's in a lot of 3D animation software, but a Blender that is not a default. I call this quality of life upgrades. This is just going to upgrade the quality of your life when it comes to just navigating around repetitive actions that are a lot easier. Another thing that is going to be a hot key in this is move tools. QWERTY, Q-W-R-T-Y on your keyboard is going to be kind of where your hands resting. This again, very standard for pretty much any software that you've ever used for 3D, this is what it's going to be, a little bit different from blenders. Q is just going to select whatever object you want. This is your selection tool. If I want to use my mouse, left click to select anything. W is going to be or move tool. This is how we're moving things. We have panhandles, we have different axis that we can go off of. E is going to be our rotate key, and also R to finish it off. This is scaling just very generic, being able to jump back and forth in between different softwares and have this hot key muscle memory is really important and it's going to make it so much easier to dive into other 3D softwares when you need to learn them. Now that we have our hot keys, we're going to change our layout just a little bit. I want this class specifically not to be, I'm going to overhaul your entire Blender and you're going to not know where a single thing is, not the goal of this class. We're just making some simple changes that I wish I would have whenever I'm going back and forth between Blender and Maya just to make my mind not have to work as hard. That's the goal here. In Blender, the outliner is here on the right, Maya is to the left. Now Blender has a very strange way of making a workspace comparatively to other softwares. With Maya, for instance, you just drag and drop a window wherever you want it. It's super easy. Blender is a little bit more confusing if you're not familiar with how to do it. Just to show you in Maya, this is what we're going to be emulating. Your properties panel, AKA the channel box in Maya, that's going to be mainly what's over here on your right, your outliner is going to be on your left. For Blender, how we're going to do this? It's a little bit complicated, stick with me and we're going to do this together. I like to start in the animation workspace. First things first, I like to change the dope sheet down here. We're going to change that to your graph editor. Now if you use the dope sheet, don't change that, keep using the dope sheet. But a lot of times animators are using the graph editor way more than the dope sheet, so I always have my graph editor open down here. The next thing that I'm going to do is make sure that I can see my timeline because I don't like that that's hidden by default. We're setting this all up so that way we can save this as a workspace later, that way we can always come back to it. Right now we have our 3D viewport on the right hand side, and then over here on the left hand side we have our camera. This is a great way for animators to work. I think it's a great starting point for any shot that you're opening. This is your properties panel, and then this is going to be your outliner. We're going to right click and then we're going to say join areas. When we say join areas like this, it's going to come up with this little arrow and it's going to show down or up. This is controlling what window is going to merge with what. In this case, we want our properties window, this bottom one, to merge with the top, so we want the outliner gone because we're going to move where that's at. We're going to say up, great. Now this is just our property. Just to compare, this is next to Maya, getting similar. Now where's our outliner? We got to find that. This is where it gets a little tricky. What we're going to do is we need to open another window in here, and we're going to make it this long window right on the left hand side of our workspace. To do that, we're going to go all the way up here to the left hand corner of our screen and see how your mouse turns into like a little cursor right there, a little crosshairs. We're going to take that, we're going to left button click on it and there we go, now we have two. We don't really want two of the same shot cam, so what we're going to do is do a little fun thing now where we're going to right hand click on that little bar, again between the two windows and we're going to say vertical split. Now this is going to give us a cursor, is going to turn into a line. Now we can place this vertical split wherever we want. Either or it doesn't matter which one you do this on, but I'll do it on the top one, just right here. The next thing that we're going to do is we're going to right click on this and we're going to say join eras, and now we're going to make this one big window. We're going to turn this down here, and now we've got two right here. We're moving around. It's a little bit of a puzzle, but stick with me, we're going to get to it until the end. Now just to make things cleaner, we're going to click left hand on this editor type. This is changing, what is your window? What information is in here? We're going to shift this to Outliner. Now we've got an outliner here and we can also collapse it, so it's really tiny or we can make it really big so we can find what we're looking for. Now, same thing. We're going to rinse and repeat. Right click on this little area, this little line right between the two windows. We're going to say Join areas and either one since this is the same shot cam, we're going to join it and now we have this beauty. This now is a lot easier to go back and forth and we see both of these interfaces are emulating each other. But it's a little bit of less of mental gymnastics whenever you're switching back and forth between these softwares, and if you're getting used to blender like this, it's going to be a lot easier to hop into any sort of three software. The one thing that's important is if I close blender right now, this all goes away, it disappears. How are we going to make sure that that does not happen? What we're going to do is we're going to go to file, we're going to go down to defaults, and we're going to say save start up file. It is going to save this blend file, this workspace for your start up file every time you open Blender. When you're importing something, when you're wanting to bring in a rig, you're wanting to do something, it's always going to have this kind of work space set up for you, which is really nice because you don't want to have to do what we just did every single time you open blender. This is going to save your hot keys, your preferences, the theming, everything that you need, it's going to look like this. Let's save start up file. It's telling me start up file saved, so we should be good to go. Now I want you to go and do this with your Blenders. Walk through all the same steps, change your Blender UI to be more of this work space, the hot keys that I gave you. The hot keys will be linked in the class resources, so you can just import them right away, you don't have to do them yourself. I want you to take a picture, maybe a screenshot, of your Blender and UI, how it looks now versus how it looked before, and I want you to share it to the class project gallery. That way you can talk with other students. Say what you like about the change, say what you hate. Play around the hot keys for a while. See how it feels to try to animate or just navigate around a scene in Blender now that you have this new set up. Hopefully now you feel a lot more prepared to face alternative animation softwares. 6. Final Thoughts: Congratulations on finishing this class. Hopefully this is giving you the tool set that you need to feel confident and to feel like animation is you and it's not your software that you're using. That's just a tool. As you navigate the vast world of 3D animation, do not lose your spark. I know the learning curve can be so difficult. There were times through my animation journey where I wanted to quit many times over. But keep going and persist. Always come back to your why of animation. Why did you get into this from the first place? It's so rewarding when you get to do something every day that you love so much, and it's such a rewarding career in terms of we're problem solving, and at the same time we're being artistic. Remember with all this animation software stuff, the more you know, the more softwares you know, the more industry compatible hot keys you know, the more opportunities that are going to open up in the 3D animation industry for you. Now I want you to share some words of encouragement in the Project Gallery. Talk to your fellow students. Talk about your journey, where you're at, what your next steps are on your career, and your animation journey, and what you're most excited about going forward jumping into this vast world of 3D animation. I really hope you've enjoyed this class and get to check out all my other classes on Skillshare. Good luck on the rest of your animation journey and landing your dream job in the industry, and I hope to see you around.