Blender: Advanced Character & Camera Animation Mastery | Vladislav Sateev | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Blender: Advanced Character & Camera Animation Mastery

teacher avatar Vladislav Sateev, Video Editor

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.

      Welcome! Start here

      1:54

    • 2.

      Creating & Sourcing Characters for Blender Animation

      12:22

    • 3.

      Uploading Characters to Mixamo & Applying Animations in Blender

      11:56

    • 4.

      Using Mixamo Characters Directly in Blender (Fast-Track Animation Workflow)

      4:08

    • 5.

      Adjusting Mixamo Animations in Blender (Action Editor & NLA Editor)

      6:06

    • 6.

      Congratulations!

      0:34

    • 7.

      Building Longer Character Animations in Blender (Blending Actions Seamlessly)

      14:25

    • 8.

      Cinematic Camera Tricks in Blender for Viral Shorts

      2:56

    • 9.

      Animating Blender Cameras (Keyframes, Motion Blur, Depth of Field)

      15:38

    • 10.

      Fast Preview & Export Settings in Blender (Workbench & Eevee)

      6:51

    • 11.

      Capstone Project: Create a Viral-Ready Short with Blender Character & Camera

      1:06

    • 12.

      Last Step!

      0:49

  • --
  • 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.

127

Students

1

Project

About This Class

Want to create Blender animations that actually go viral — without spending weeks learning every button?

Most Blender courses overload you with endless menus and technical theory. That’s why so many beginners give up before they ever finish a project.

This class is different.

We’ll focus on the most impactful skills: advanced character animation and cinematic camera moves — the same ingredients driving today’s most viral short-form 3D content.

Here’s what you’ll master inside:

1. MASTER ADVANCED BLENDER WORKFLOWS — Learn character rigging, animation, and cinematic cameras without overwhelm.

2. BUILD CHARACTERS FAST — Use Human Generator, Mixamo & free tools to create ready-to-animate characters in minutes.

3. ANIMATE LIKE A PRO — Apply, transfer, and combine Mixamo motions into seamless longer character sequences.

4. CINEMATIC CAMERA TRICKS — Dolly zooms, whip-pans, arcs & focus pulls that make short videos look like films.

5. SMART EXPORT PREVIEWS — Use Workbench & Eevee for instant feedback before rendering final animations.

6. LEARN THE WHY BEHIND EVERY STEP — Understand not just how to animate, but why choices matter, so you can adapt with confidence.

7. WORK FASTER WITH PRO SHORTCUTS — Build muscle memory through repeated practice and smart Blender workflow tricks.

8. TANGIBLE PORTFOLIO RESULTS — Finish with polished animations you can post, share, and showcase to clients.

9. REAL PROJECT OUTCOME — Apply your new skills in a capstone project: combine character + camera animation into your own 15–30s short.

What makes me (Vlad) credible to teach this topic?

I’ve spent over a decade editing and animating videos for YouTube, Instagram, and TikTok — managing channels with millions of views and refining workflows that deliver results. I’ve spent years fine-tuning a creative system that works across platforms and formats, including Shorts video editing, TikTok video editing, and video editing for Reels. The strategies and tools I’m about to share aren’t theory—they’re exactly what I’ve used to help creators go viral, build audiences, and grow real results.

By the end, you’ll have the tools and confidence to animate characters and cameras in Blender — and the ability to create short-form videos that stand out in today’s feeds.

I’m excited to see what you create.

Meet Your Teacher

Teacher Profile Image

Vladislav Sateev

Video Editor

Top Teacher

Hi there! Welcome to my profile. I'm so glad you're here.

My name is Vlad, and I specialize in helping YouTubers elevate their content through professional video editing.

On Skillshare, I share detailed, step-by-step classes that break down my editing process into easy-to-follow techniques designed for creators of all levels.

If you're looking to create engaging, viral videos that keep your audience hooked, check out the classes below.

I'm excited to help you level up your skills and achieve your goals. Let's create something amazing together!

oVlad

See full profile

Level: All Levels

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. Welcome! Start here: You want to create smooth, cinematic three D animations that feel like they came straight out of a professional short film or a viral social media edit? Then you are in the right place. This isn't another blended crash course that teaches you how to memorize endless buttons. This is where you mastered the art of animation, bringing characters and camera to life in ways that make you videos unforgettable. This is the second class in my Blender series. If you've already taken my first class, Master three D Shortfam Content and Blender, you've built the foundation. This class will take things further with advanced character and camera animation. This program is built for content creators, editors, and beginners who want pro level results without years of technical study. With over ten years experience editing videos for YouTube and managing two of the biggest channels in their niches, I know what works and spent years fine tuning the workflow I'm about to share. This class, you learn how to create and import custom characters in blender and mix amo. Blend multiple motions together into seamless, longer animations with non linear animation editor. Use cinematic camera techniques like the Dolly Zoom, low angle hero shots, and motion blur to add drama and emotion to your scenes. Preview animations fast with workbench and EV exports before committing to final renders. To get the most out of this class, I recommend watching every video in order because every lesson builds onto the previous one, pause and practice with dry is best learned by doing, not just watching. You can also control the volume and the playback speed of each video to learn at your own pace. If you get stuck or have any questions, be sure to drop them in the Q&A section below. Just make sure to check the questions first because there's a good chance that the question you want to ask has already been answered in detail. At some point, you'll be asked to leave a review of the scores. Please wait until you had a really good chance to experience the material. Your honest feedback helps me improve the course and better serve you and future students. Thanks again for joining me. I'm genuinely excited to see the animations you create and to give you the confidence to bring your own three D stories to life. Let's jump in to the first lesson. 2. Creating & Sourcing Characters for Blender Animation: Welcome. In this video, I'm going to show you how to create and source your characters for animations. There's a number of ways to create characters, for example, we have Human generator, we have Mix themo, which is what we're going to use to animate characters. Das three D, make Human blend swap, blender kit, sketch Fab, and so many more different tools. And the most important thing is for you to know that there are two types of characters. They're rigged characters and not rigged characters. So if you have a rigged character, it means that your character has a rig. It means that you're able to move them around. If your character does not have a rig, it means you're not able to move the characters around. And it's super, super important because it's a lot easier to work with a character that already has a rig, and I'm going to give you an example. Let's open blender. I'm going to delete this. I'm going to delete this. The way I delete this, I just selected and press X, and I'm going to press on N to open the sidebar, and I'm going to open the human generator. I use the human generator for the kind of work that I do. It is absolutely the best in terms of creating characters and then animating them. You can use it if you want to create real people. For example, if you don't want to create real people, or you want to create very specific interesting characters, like game characters, that's three D works really well. So Ma Human is also kind of good. I don't remember which one is paid, which one is free. To be honest, I use Human generator. It is paid as either $128 or 68, by the way, I have no affiliation with them, so they're just really, really good. In terms of the Blend Swap, this is definitely free. Blender kit, some of it is free, some of it is not free. Sketchfab, also similar to Blender kit, some of it's free, some of it's not. And you can find links to all these tools in the resources section. I'm going to open Human generator, and I'm going to create a character. Just any character doesn't matter. And you will see that our character, when I create it, it has this kind of orange lines inside of them. And this is the rig, because let's say I go into, like, the pose mode, I can select part of it and I can move it around. You can see that it has a rig. But for example, if we use, let's go to Blender kit, and let's search for models. By the way, you can open you always have this bar at the top with blunder kit, you can press on this specific shortcut to open the Blender kit. And here we can go into the search filters and we can select free first. And let's search for a model that does not have a rig. For example, this one. Let's put it in. You can see that this model does not have a rig. By the way, if you don't have the add ons or you don't know how to install addons, the way you go about this is you go, for example, Blender kit, you download the blender kit for free. This is the add on. You will download the Zip file. You don't need to unzip it, then you need to go into File. Preferences or it's not in the file. It's in the edit preferences. You can also see the shortcut. So because on a MacBook, I have to press Command comma. But if you're on Windows, you need to press Control C. So it's very similar instead of command, you have to use Control on Windows, and that's it. So I can press the shortcut open preferences. These are the add ons, and you can click here, Install from disk and then just go ahead and locate the zip file that you will download, and that's it. Like, super simple. Okay, so have a rigged character and we don't have a rigged character. What do we do if we don't have a rigged character? Well, we have to create a rig for it, and we have to do it by hand. And this is the part that's taking. The most time, it's not super precise, and that's why I don't necessarily recommend it. So, for example, we have let me press to get rid of this part. I'm going to press on Shift A, and I'm going to create in armature, and we can either create a single bone and it's going to be kind of like a bone like this, right? We I'm going to press Comans to undo Shift A, we can create a human, which is going to have phase as well, which is not necessarily what we want because we're not going to animate the face here, for example. But if you want to animate the phase, then you have to put all the things of the phase in the right places. You know? So that takes a lot of time. That's why it's a lot easier to use rigged character. We can use a basic Human, click like this. And let me get rid of the human generator. I'm going to select it, press on delete, then select all of this, press on X, delete. Okay. And let me select this part, and I'm going to press Option G to put it in the initial position. It was. Basically, we just put it in the center of X and Y X is. And I'm going to press on one to have this sort of specific view. If you have any questions on how to do it, if you don't have a setup, just let me know the uni section below, and I'll be able to help you with this. Let's select our rig and we need to go into data, viewpoint display in front. What it does is it shows the bones in front of our character. So you can see it's kind of in the middle of our character, but we can see the bones. So it's kind of helpful to put it in the right place. Going to press on one again to make sure it's straight. Now, we need to go into the edit mode, and here we need to edit our armature. So for example, I need to select these two dots into preson G and move them around, like so then to press here, put it in the elbow point. This is the wrist, so I need to press it here, and then this part, like so we need to do the same thing for the other side. First of all, you can see that it's time consuming, and secondly, you can see it's not precise. That's why I prefer to have characters which are already rigged. It's just a lot easier. The whole reason why we're doing this is because when we work with Mixamo, we will have to kind of upload our character, then we have to download it, and then we have to take the Mixamo animation and put it on our character and blender, because if we upload our character to Mixamo, it loses the material quality. So for example, we can click on the materials and we can see we have the material. But when we upload it to Mixamo and download it from Mixamo, we will not have it. That's the important part. Okay, something like that. Well, it's not very straight, but more or less. And now that we have this done, let's come to object, and we have to let's disable our rig by pressing on this eye icon. Let's select our character, like so, we just want to make sure we select the whole character because you will see that if I, for example, hide the helmet, we have the head. The way I can hide is by pressing and the way I can reverse hide, basically, unhide is pressing option We can hide our rig, select our character like this because we want to make sure we select everything that's inside of our character. And then we have to enable our rig. We have to press Shift and select our ring, and then we have to press Command P. And basically, we are now parenting our rig to our character. So here we need to press armature with automatic weights. Now, if we come into the pose mode, you will see that if we move like parts of it around, you can see it moves. Now, the problem becomes that, for example, with this character, you can see this part got activated as well for some reason, although we why? We can move things around. We have mature of our character, basically the bones, but the problem is that it's not precise. And that's kind of the biggest issue. So we have our character like this. Let's go into the object mode and move them around. But if we use something like human generator, once again, let's generate our human. You can see we already have our rig here. And by the way, in the human generator, you can also go to, for example, like pose, and you can rigify and you can generate like a Rigify rig. Which is another Rig, right? So if we go into pose mode by selecting Rigifi here, suppose now we can kind of move things around a little bit, you know, move every finger, things like that. But we don't necessarily have to do it. I'm just showing you kind of different examples of what exists. So we have rigged characters and not rigged characters. And you will see that it's a lot easier to use rigged characters. Let's take a look at the websites. Again, human generator, super good, really recommended. Mix and noise what we are going to use. It already has some sort of characters, but if you want to customize characters, then it's easier to create kind of create them and blender and then upload it here. Das really good. You can see that DAS works with, you know, different applications like Cinema four D, blender and other great stuff. Make human also pretty good. I do recommend you to take a look at all the websites yourselves to make sure you identify whichever one works best for you. Blender Swap. Blender Swap is actually pretty, pretty good. So if we go into, for example, like categories, we can see characters here. And Blender Swap is basically like a website where people just upload their characters and you can download their characters. Basically, it's like to exchange, not necessarily just characters, but, like, a lot of different and interesting things. So I remember, I used like this model, for example, which is already rigged and has an animation. So I click on Download, and when downloads, I'm going to open it. So I'm going to save this project as well to desktop entitled. Okay. Let's open this one. You can see that this one has a rig inside of them, right? And it's also already, like, pre animated with the camera, as well. Like, very, very interesting. But we can also just go ahead and use it. The only important thing for us is that before we upload our characters to Miximo which is what we're going to do in the next video, we need to make sure that our character stays, in, like, a te pose where basically we can see all their limbs. We can see their chin, their limbs, the they're growing, and that should be it. And in order to do that, let's go into the pose mode, and let's press Command A or Control A on Windows. Apply pose as rest pose. Now, the important part is for us to now export while our character is in this pose. So we need to go into file, export and we need to export this OBJ file. So click here, desktop. Let's just export as OBJ and we are good to go. We need to do the same with the other file. So, for example, with these guys, we're going to saves file. By the way, we can only have one character at a time when we export our characters. So, for example, let's delete this guy. Let's select this and press Option G, and let's file export OBJ, and we're going to save it on desktop as well. Let's call this one, like robot, Export, and you are good to go. So if you have any questions, let me know. But than that, I'll see you in the next video. 3. Uploading Characters to Mixamo & Applying Animations in Blender: In this video, we're going to animate our characters. Let's jump in. I'm going to open Blender, press on human generator, create one of the humans and make sure to delete, like, the camera, the box that's appearing in the very beginning of blender. Now, the important part for me here right now is to export our character. So for that, I'm going to go into file export, export as OBJ. Now, this is super important because if we don't export as OBJ, it's not going to work. So remember, we need to export this as OBJ. So let's go ahead and click on it. I'm going to go to desktop and like the name doesn't matter, so we can save it title or we can give it a name, doesn't matter. So press on Export. And you will see it when we export, we have two files. One is the OBJ, one is MTL. Basically, MTL is like material files because you will see that when we upload just the OBJ file to Miximo we are going to lose the material qualities. Let's go to Mixamo. Once again, the link is in the resources section. Currently, for us, the important part is to upload our character. So you can see on the right, upload our character. So upload our character, and we're just going to drag and drop our OBJ file over here. It's going to take some time to upload it. Great. You can see this is exactly our model that we have here. We need to clock on next. And now we need to locate or place certain markers at certain points. So one of them is chin. So let's put chin over here, wrists like this. And by the way, if you ever forget this, like, there's explanation here on the right, you can always take a look at it. So elbows, let's put elbows in place. Let's put knees, like so, and let's put growing over here. Great. Now I want to press on next, and it's going to take some time to auto rig. Now, also an important part is that you can actually upload uniged characters to Miximo. But the problem becomes is that when you upload characters to Mixamo, we lose the material qualities. So you can see this is the kind of character we have. We don't have character with, like, the shoes or any kind of clothing. We have our naked character. And there are two ways we can go about this. We can either add materials later or we can just transfer the animation to our character. And for the workflow that I've been using and has been working great is transferring the animation to our character. Let's take a look. You can see like, how well is it animated? You can see even, like, the fingers, right? Moves beautiful. Now we're going to press in next. And because I had this character selected in the background is just making sure that if I click next, I'm going to disable this character, and I'm going to work on a new character, and I'm going to press, yes. So we have our character, and let's go to animations. These are all the animations that we have. Whatever we want to choose, we can just go ahead and choose it. So let's okay, let's go for this one. It's going to take a lot of time to load. So let's try, like, something like this. That's a little bit easier. Okay. Very interesting. Great. So we can customize our animation here. The direction, style, height, overdrive, different animations have different things that you can customize. The way I usually do it is I don't customize unless there's, like, something super specific that I'm going for. Other than that, like, general animations are pretty well. So all you need to do is click and download. Here's the important part. Whatever kind of frame rates you're working with, you have to download the right number of frame rades. If you don't want to kind of think about this and you want to use the easiest route, then set 30 frames a second and use 30 frames second. It's the best I always recommended. So go ahead and select 30. Click on download. It's going to take some time too, but it's usually pretty fast, and I'm going to allow it to download. Now, I'm going to come to blender, and I'm going to drag and drop the file that I've just downloaded, as this one. You can see the name of the file is going to be the name of the animation that we have. So joyful jump. It's the one that we selected here, right? And if we come into the files, this is the one as well. So I'm going to dragonrop it. Like, so we are going to import, and you will think, like, Okay, where's the animation? Well, the problem is that when it's imported, it's imported, like super small. Like, it's tiny. You can see like it's over here. But now if we go into the item and we take a look at the scale, we can see the scale is small. So if we click here, press one, tab, one, tab, one tab. We have our beautiful animation over here. Okay, so now we have two things. We have a character that we initially created, and we have a character that we downloaded from Miximo with the animated character. We will use a tool called Rococo. And you can once again, the link is in the resource section and you can go ahead and download it. What this tool does, it allows us to transfer the animation of one character to another. If we go into retargeting, we have our source and we have our target. So for the source, we need to select the one that we downloaded from Miximo. Basically, it's the one that has this triangle sticking out of their head. And the target is going to be this one. It's just select kind of the orange stripes. Then we need to click on the build bone list. Now, it might work slightly differently depending on our setups computers, So for me, it works seamlessly. As I understand, for some people, it might work slightly differently to where some of the bones might be slightly different. Basically, what we did is we rebuilt the bone list by clicking here and you can see that the spine is the spine. The list goes until the end. Basically, it was just it matched all the bones in our characters. And now if I press on retarget, it's going to just retarget the animation. Just go ahead and double check when you do this. If you don't use Miximo, you use something else. Go ahead and take a look at everything is fine here in terms of, like, for example, the head is the head, the shoulder is the shoulder. Make sure that is correct. If you build an armature using, you know, by pressing Shift A in the pose mode and building the armature by yourself, it works perfectly fine as well. So I'm just letting you know because it might work slightly different. So I'm going to press on retarget animation because all the bones are fine. Let's see what happens. Now, we have our exact animation. But you will see that, for example, let's select our human generator. I'm going to press G X to move it a little bit to the side. So Perfect. And now we can go ahead and delete this guy. I'm going to select it, press and delete. Oops. So let's select Delete, select delete and delete Hmm. Interesting. I'm going to select it here, okay? And we can select our human and press on Option G to put it in the middle. And there you go. We have our character, and we have the materials. But let me just control that a little bit. You can see that when we have our character from Mixamo, it doesn't have the materials. So this is exactly why we're doing this. This is, it's not super convenient, but trust me, when you get used to this process, it takes a couple of minutes to just go ahead, download the animation, put it here. So it's pretty fast. I'm just going to undo this. And the great thing about this is that, for example, if I select my character and I go into the human generator, I can still customize it. So I can add, like, clothing, for example. Let's go ahead and put them in a costume. Yeah, there you go. And now we have the animation. And we still have the costume, mind blowing. Yeah, when I, it's just it's so great, so great. And we can still customize their ahead, every single part that we could customize. We can still customize it. This is why I absolutely love this. Let's as an example, do it with this character, as well, right? So let's delete this character. Something we did in the previous video. Let's select it option H, sorry, Option G, put it in the middle. Now, let's upload this character here. So we're going to click on Upload, and I'm going to drag and drop our character here. You will see it doesn't work necessarily the best way with this character because it's not like human because it doesn't have, like, a neck. It doesn't have a chin, for example, but you'll see, remember, this is the rig that we build ourselves, right? So let's click on next. I'm going to put a chin around here, you can see because it doesn't really have a chin or neck, so that's a bit of a problem. So wrists around here, elbows around here, knees, something like that, groin, go ahead and click on next. So it works exactly the same way. I just want to show you for you to make sure that this works as flawlessly as it works with human generator. Okay, so, yes, this is the part that you can see, because it doesn't have a neck. You know, this is what's happening over here. So, let's go ahead and click on next. Forget our previous character. Let's have our Rumba dance. Go ahead and click on download, third frames, second, and download. Actually, we need to allow the download first. Let's go ahead and import Rumba dancing. So go to item one tab one, tab one. I have to press tab to go into the next line, press on G x so that we move it a little bit to the side. We need to go into Rococo, retargeting source. Once again, slag this guy, target this guy. Once again, the reason why we're doing is because this one doesn't have material, and this one does. Build the bone list I know everything is great, so I'm going to press on Retarget and you can see that if I select this one, G, X moved a little bit to the side. So, okay, some of the parts were not selected. Once again, a disadvantage of having a custom built rig by ourselves. But other than that, if we play the animation, this is our Roma dancing. And you can actually see some of the animations are let's hide this rig by going to once again, data in front, and it's actually a little bit better in some ways, and a bit worse in other ways. You can see the head doesn't, like, go crazy a little bit here, but we can see that these parts do go a little bit worse because, you know, for this animation, the legs are really good, and with this animation, the legs are just not super well. Well, I'm going to show you how to fix some of these things a little bit later. And you can see that it's not super perfect because, for example, one of the legs is floating. The other one goes below the floor, let's say. And I'm going to show you ways to kind of go round this, fix parts of it, go creatively round this some of the ways. But we're going to cover that in one of the feature videos. Other than that, this is the process. This is how you do it. So if you have any questions, let me know. But that. I'll see you in the next video. 4. Using Mixamo Characters Directly in Blender (Fast-Track Animation Workflow): In this video, I'm going to show you how to use mixing of characters directly, which saves time, but then limits us in some other ways. Let's take a look. For example, we have our characters over here. So we can choose any of the characters. All of these characters are free. We can either search for them over here, for example, let's search for a man, and we're going to have a football player, for example. Let's use this character, or we can use Monken. It's as simple as that. Then we go into animations, and then we just select our animation Okay, a football player who's OC Spider Man. Let's go ahead and click on Download. And we also need to first of all, allow. Then we need to open Blender, press on X. And let's import our model by pressing, like so yeah, there you go. This is our model, and the interesting part is that we do have our materials here. Mm, something we didn't have before. Well, there's a slight problem with mixing if we upload our character. So if we go here, we can see that it supports FBX, OBJ and Z files. And I've tried all the different methods, and the only method that works is using the OBJ files. We can take a look at how to prepare our models. And we can read from the Adobe website, you can see that it allows the FBX, OBJ and Z files. Zip file is when you kind of compress your files together. This something that we use to add the add ons. Now, the OBJ is what we've used. This is one of these is the models and the other one is the materials. And the FBX file is a combination of basically OBJ and MTL files that we had previously, which is model and material. Now, the problem is that it doesn't work with FBX and zip files if you upload your own files. And that's why we're not able to upload our models with materials or download them with materials. But if you use some of the characters directly from Mixamo, then yes, it will absolutely work. It's just a little quirk with this website. Although the animations are super great and it's free to use, it's just, you know, you have a bit of a limitation with this. Now, the limitation that we have when it comes to this website is that we're not necessarily able to customize our models. There's no easy tool for us to do this. And there's, like, a mix Mo add on, but it doesn't necessarily allow us to do that. And it also doesn't work with latest versions of blender. So I do recommend using Mixamo only and only if you plan to use these models and you don't want to change them. But if you are looking for a model that you want to change in the future, then using your own custom model, rigging it or just having it rigged from the very beginning is the best way to go about this. One of the things we can do to make sure this looks absolutely real is by pressing Shift A, going to mesh cube, we're going to create cube, going to press on one, G, Z to move it a little bit up. Like so so that kind of touches the ground, going to press G X, and move it to the left. Go to press G Y and move it to the front. Actually, I think we might need to lower it a little bit. So let's take a look. Yeah. Pretty good. Pretty good. So this is how you do it. Now in the next videos, we're going to cover how to combine these animations together because these are pretty short animations, right? We're talking, like, let's sich like 50 frames, which is like one to 1.5 seconds. How do we combine these together? How do we adjust them if something's wrong? Well, this is what we can cover in the next videos. So if you have any questions, let me know. Beside that, I'll see you in the next video. 5. Adjusting Mixamo Animations in Blender (Action Editor & NLA Editor): This video, let's talk about how to adjust our animations. So I'm going to use a human generator as an example. Let's say we import and quickly transfer our animations once again, so we need to go into the item, make this one a little bit bigger, move it to the side, Rococo, retargeting, select our object, and select Randolph. Build the bon list, retarget animation. Great. Now, let's select our person, G, X. I'm going to delete all of this. Perfect. Yeah, so we have a person. And I had actually, I had this very specific problem. That's why I'm going to show this to you. So this is a person that's about to shoot. And the problem is that this animation, like, if we select our character, we can see, first of all, we have so many keyframes. And for each of these keyframes, you can see that we have basically each kind of each of these dots is animated for each of the key frames. And one of the things that we can do is we can go into the graph editor, right? We can open it up and we can see, like what is it? Like, hundreds, thousands of animations, right? Like, every single of these dots is an animation. It becomes like a headache to change the animations in any way. So, for example, the issue that I had is I needed to make the arm shoot a little bit lower. That was a huge problem. Like, how on earth do you like, make the person shoot lower when there are so many keyframes already? Like, I still blows my head and like, thinking of how to do this, how to animate this. There's actually a pretty easy way if we go into the graph editor, Wesley go into if we go into the pose mode. Basically, we need to understand which part do we need to lower. So, for example, let's select this part, present G, and we can see this is actually one of the ones that we need. But even if we move it, still, it doesn't work. We need to select one of the bones to open it up. Let's come to this slider here and kind of extend it like so so that we see everything that we have like that. So this is basically the animation of each of the axes. And if we double click on each of these animations, you'll see that we select kind of the line and the keyframes of each certain axis animation. So for example, I select this one, and you can see that you can already see what's happening. Like, we can customize it by moving it up or down, but I'm going to press Command Z. And we just need to find the one out of these to move it around. Sometimes it needs to be a couple of those. So this one is not necessarily moving up or down. It's moving, like, left to right, in a way, select this one. Also, not the best way Z. This is probably the one that we need. Yes. Okay, so we need it to be this one, and let's select this one. Oops. We needed to be in a slightly different position. So you just have to play around with this a little bit and trying to find which one of these in to move up, move down. Okay. And you can see this is kind of like instead of it shooting straight, which is something that we have over here, let's take a look. So this is the original animation. This is the person is kind of shooting his arm, their arm is up. So it's kind of like that. But on this animation, the arm is already down. One of the ways that you can easily, easily change some of the animations. Because the armiature is slightly different sometimes, like the arms, if you want to put the arms, like, together or some things are touching or not touching, because there's, like, a little bit of space, this is the way you can kind of tweak it a little bit. So you just need to find the bone that responsible for the kind of movement that you are looking to do. You can even press on Gene, kind of customize it, and, you know, it's not going to be saved unless you click on I and save a keyframe. Other than that, you can, like, put it in a very weird position, but then it will just go back to its original position once you ind of scroll through the timeline. Let's select a leg just for fun. And so, for example, Z actually, maybe we need some Okay, yeah. Let's do thigh. So let's select it. Maybe we need this one. Because we moved it, it's going to stay like this. And even though we have the animation still in the process, we are just kind of changing its position a little bit. We don't need to, like, key frame anything. It's just a bit of adjustment and works pretty good. So let's import our it's going to item one. GX a little bit. So we can see kind of the difference like this. And then if we go into the data, if you put in front, if we go into the post mode, we select each of the bones and we can customize these bones as well so that it's very similar to the animation that's basically the same customizations we have for this, but we just have it here. So this is how you do it. Let's, so you can see we can customize it here as well. Like so. If you have any questions, let me know, but than that, I'll see you next video. 6. Congratulations!: Congratulations. If you're watching this, it means you've made it halfway through the course content. I know you've covered a lot, so congratulations to you for making to this point. And there's a lot more valuable content coming soon. But before we get to the next video, I want to simply ask you if I found value in this program up until this point, to take 60 seconds to leave you honest feedback. Of course, I will immensely appreciate this, and this will also help hundreds of future students in deciding the best program for them. So leave you feedback now. And of course, if there's anything I can help you with, please let me know in the Q&A section below. You're doing great. Keep going. Without being said, let's get to the next video. 7. Building Longer Character Animations in Blender (Blending Actions Seamlessly): In this video, let's build longer animations. Let's combine different animations together, make them super smooth. Let's use the animation that we previously had just in the previous video, where the person is shooting and let's put an animation of running. So let's do an animation where the person is going to run first, and then it's going to stop and shoot. So I just search for a running animation. Let's choose this word one. Here's the important part. We have our animation and the person is running, and it's super important to click this button in place. What this does is the person is going to run, but it's going to run in place. Now, this is something that's going to allow us to customize these animations, make them longer. So, for example, we have this animation of the person running, but we'll be able to make it longer. The person is not going to kind of run in space. We will animate it running in space. This way, we have more control, and we just have this kind of sort of very smooth fluid movement that we'll be able to customize. Other than that, it becomes a bit of a headache to customize if you don't click on this button. So go ahead and click on that bottom, and we'll download this running animation as well, right? Go ahead and click on Download. I'm going to create a new blender file, and I'm going to create a new human doesn't matter which human we have. Okay, let's start from or we're going to have our shooting gun animation, we're going to imported item make it big G, X to move it a little bit to the side, FococRtargeting, select this object, select this object, build bone list and retarget animation. Let's press GX, move it a little bit to the right, and there we have our shooting animation grade. So let's select this now, we need to open this part. We're going to use two new editor types. We're going to use the dope sheet, and we need to go into the action editor. We select our person. We'll see we have our kind of key frames here and we'll need to come to the bottom right. Drag it up like this so that we have another screen. And here we need to select the non linear animation. Here's what we can see. I'm going to press on and to get rid of this part or enable this part. You'll see that we have a number of keyframes here, right? We have 150 160 keyframes. Let me press on and to get rid of this part as well. First of all, we need to come here and we need to give this animation a name. So let's call it like shoot. And you will see that the name changes here as well. So I'm going to pres Command set. Take a look. This is what we had before. When we change the name here, it changes the name here because this is the animation that we have. Now, we need to go to action and push Down action. You might have this button like around here, slightly different location in different blender types. But overall, you need to find this push down action. By the way, if you cannot find something, here's a hack. You can press FNF three and search for different stuff. And you can call you can search for, for example, push down Okay, this one is not here, but sometimes you can search for, like, for example, preferences, right? You can search for, like, Edit, command comma or, like, we can do like bake animation, for example, you can search for it here. It's F three. If F three doesn't work, press FN F three or on Windows, the equivalent of FN. So action, push down action. And you will see that we lost our keyframes. Our animation is still in the process, but now our animation comes from here, comes from this block here. Basically, our key frames became this block. In order to combine different animations together, we need to have a number of these blocks. Let's add our running animation import. Let's press N, come to item one, one, G, X, mode a little bit to the side. Now we need to go to Rococo, do exactly the same thing. For here, instead of the source number one, we're going to Make sure we click on this one. We have the same person selected, so we can just leave it as is. Build bone list retarget animation, and we have our running animation. Perfect. Let's delete this. So if we select our person, we have our key frames. And you will see we have our shooting, animation, and we have our running. So let's call this one run, and we'll see that it changes here and here at the same time, right? I'm going to press and Enter, so it changes run and run. Now, we need to do the same thing. We need to go to action, push down action, and you'll see that we have now two actions we have run and we have shoot. Now, we have them on two different tracks. The way you can add tracks is you can press Shift A and it's going to add a new track. Come to this part, press Shift A. Actually going to select a track, and we can add our animations because these animations are now saved in this file, right? But I'm going to press Command So we don't have any keyframes here. We have our animations over here. I'm going to press on N while hovering over here, and I'm going to select one of our animations. First of all, what we can do here is if we go into the action clip, we can repeat, and we can select the number of times it repeats. For example, if we want, we can see that our person is running for, like, what is this? Like 23 second, 23 frames. But let's say we wanted to run for longer. So we can call number repeats like two. You can see the animation became longer, and instead of it just stopping after this, right? That's two, it's going to continue running. Like, so this way, we can extend our animations. Very, very useful. So, for example, our person is running, how do we make him shoot? Well, here's how the non linear animation works. The one that's on top is the one that has the most power. And in order for us to make this work, we need to press on auto blend, and we need to move this one a little bit to the side, and you will see that well, it changes the location. We're going to solve this in a second. But you'll see that when we press on auto blend on the top one, so we have this one here. I auto blends into the new animation. So if we actually moved like this. And basically, this is the way we do this. And now you will see the problem is that our person is moving a little bit kind of to the side because we had our initial models that we imported, we moved them a little bit to the side, and that's why they were a little bit to the side. And this is a little quirk with this, as well as that we have to keep our models in the center because it's going to take the animation from the center, not from the place that it's moved to slightly confusing, but let's do it kind of the right way because this might happen with you sometime and we don't want this to happen. Let's start from the beginning. We're going to delete all of this. I'm going to create a new character, generate new human, and I'm going to add a shooting animation. Go to item present 111. Now, without moving both of these, we have to create our animation. Let's go to Rococo, select the armature, select our person, which is this one. Build the bon list, retardet animation. Great. Now, we can move our kind of test model or the model that has the animation, delete it. Now, keeping our person in place, select the armature, call it let's give it another name. Shoot L five, save by just pressing in another location. Action, push down action. We have shoot five. Great. Let's add another animation, which is Runimport item one, one, one, Rococo, select the armature. The person is the same, so we can keep them same. Build the bone list, retarget animation. Now select this one and move it a little bit to the side. Like so. Let's select this armature, call it Run five. Let's push down action. We'll see that we have two animations now, let's make this one like three times long, and let's press on auto blending and blend in, blend out. And let's take a look at what we have. So we're going to have our person running like this. Then it's going to stop and shoot. And we can customize the smoothness or the length, so you can see the blending is either a little bit longer, a little bit shorter. Great. And now we can actually, if we take a look here. Let's add another track by just clicking like here, Shift A NLA track, and I'm going to select our track. Press Shift A, I'm going to add run number five, and let's make it like three times as long. So I'm going to select this one. Actually, we need to move this one. No, we need to track ordering down, track ordering, actually, to bottom. We can say it like this. We can autoblend click on this one, as well. So it just made a shot and now it's going to run again. So this is our animation where our person is running. It stops to shoot. Puts the gun away and then starts starts writing again. Now, in order to animate our person, at this point, we can go ahead and right click in the separation here. Join right. So we're going to join this big part to the left part, and we're going to get rid of the part on the right. So join right, make this one a little bit lower. And now we can just animate the position of our character. So it's going to run a little bit. So we can put we can press I to create a keyframe. Actually, this can be the starting point, and then we can press another I, press G Y. And move it a little bit to the front. So we need to take a look if it looks kind of natural or not. We can get rid of the camera for now. I forgot to press I. So let's start from the very beginning. Number one, GY, move to the front, press on I, and let's see what we have. Moves a little bit too fast, so into GY, I This is pretty good. Great. Now, if we select the key frame, you will see that the motion that we have when it's moving or with any keyframes, the motion in blender is always not linear. It means that the animation starts slow. It progress. Like it starts slow, it progresses very fast, and then it slows. Way we can customize this if we go into the graph editor, we open this up, and you will see that this is so it's not linear, right? It's a bit kind of smooth. We need to select our keyframes, for example, specifically this one, and we're going to press on and you can see we have different options. So bezier this is the bezier keyframes, but I'm going to press on T and click on linear, and you will see that it becomes linear now. So instead of starting smooth or ending smooth, it's abrupt. What I'm trying to look at as well, is, if you can see, he's kind of, like, moving with his feet, but he's sliding. In order to avoid sliding, we need to speed up the movement. So if we go into the timeline and let's find our keyframe where it's stopping, we need to move him a little bit further. Press on I. Let's see what we have. Yeah, this is actually super well. So let's take a look. And when it starts running later, for example, here, we can add another key frame. For example, when you select, add another key frame, and then or we can just go ahead and copy this one. So we can just literally command C or control C, and control V or command V over here, right? So let's delete this keyframe. We can just go ahead and copy it and paste it here. It's going to paste where this playhead is, and now we just need to make it run again. So I'm going to press G, Y, move it a little bit to the front, press on I to create keyframe. Okay, something like that. So we have our running animation. We have our shooting animation, and then we are going to run again. Perfect. Okay, so this is how you combine the animations together in blender. You do exactly the same use characters from Miximo or from other places. The important part is that you do have to use the ANA character. Once again, let's do a quick recap. Let's go into the Anal editor dope sheet into the action editor, right? We need to name the animation. Push down the action, and then we need to add here. We need to press on Auto Bland, and it's going to work. If you have any questions, let me know. By adding that. I'll see you in the next video. 8. Cinematic Camera Tricks in Blender for Viral Shorts: In this video, we're going to cover cinematic camera tricks for viral shortom content. You'll find this document in the downloadable resources section, so you're free to use it, and let's take a look. These are some of the most common camera tricks that I currently see online that are the most used, and sometimes these are used together, sometimes they use separately. But overall, these are the most used ones. You just change the order of how you use them when you use them. If there are any other tricks that are worth taking a look at min un section below, but than that, let's take a look. First of all, is the dolly zoom or the vertigo effect, and it's when the camera dolly is back while zooming in. So you've seen this trip before when the person is kind of staying in the same position, but the background changes. And it doesn't only work this way. It also works the opposite way where the camera moves forward and it zooms out. The person once again staying in the same position, but the person themselves are changing slightly. Basically, we go from a very zoomed in to a wthrod. We'll take a look at this effect. Angle effect, it's not necessarily when the camera is on top because we're going to cover that later. But this effect is when the camera is just kind of looking down at our subject. It makes the subject appear smaller, weaker and more vulnerable. True. Low angle is exactly the opposite where the camera is positioned below the subject and makes our subject appear more dominant and heroic. So when we go up, it's hero. When we look down, it's weak. The shots that are at an eye level, like what you are currently seeing right now, they don't show me either strong or weak. It's just shows kind of it shows me. That's it. These kind of shots really help progress the story and show what's going to happen next. Shoulder, you always see this in the conversations where the camera is positioned behind one characters shoulder framing another subject. Birds I view really interesting as well. This one is when the camera is above our subject looking straight down, so like looking exactly down. Like, one of the ways it uses it gives like godlike perspective, but not only that, it's just an interesting fact. And if you show it on social media, like, it's so rarely used that it stands out so much that it's just it catches the eye it's like a thumb stopper right away. And then the focus trick when the camera stays still, but the focus changes from one subject to another. And as says here, it helps guide the viewer attention smoothly. Uses to reveal the news story information or surprise. It's pretty often used in the horror movies when the main character, the two main characters are, for example, like, talking, and then in the background, there's some movement, and then the focus changes from the foreground, from our characters to the background, and it becomes a little bit creepy, and you see what's happening. These are the main camera tricks. If you have any questions, let me know. But than that, let's go ahead and take a look at these in action in Blender. See there. 9. Animating Blender Cameras (Keyframes, Motion Blur, Depth of Field): In this video, we're going to animate the camera and blender. So let's jump into blender. First of all, when you open the project, you always going to have the camera on the left here. But we can always delete it and then create, once again, the pressing Shift A and create camera by person over here. Now, I'm going to delete this camera as well, and I'm going to press Shift A. I'm going to quickly create a plate. I'm going to make it huge by pressing. As I'm going to quickly go to Mixamo and search for a walk where the person will be walking. Just for this example, I'm not going to set it in place because we're going to use this person as an example. If we were to use actual animation, we would set it in place and then animate it ourselves because that way we'll have more control. And I'm going to import our model over here, item one, one, one. Let's start with the dolly Zoom effect. In order to animate the camera, I recommend you going with the cursor to the bottom left corner until you have this cross until the cursor changes into the cross, then dragging this part out and we are going to create a camera, pressing Shift A, create a camera. I'm going to press over here in this viewer, and we're going to press on zero, and we are going to become the camera. Now, one thing I will do is because I'm doing this for a vertical social media, we're going to go into the output, and we're going to change the resolution to 1080 by 1920. And you can see it changes in real time. And you can also see that it changes here in real time, right? So before, after going to press on N to disable the pop up, and now all everything we're going to see here is going to be the camera view. Now, there are a couple of ways to move the camera. For example, we can click on this move button and we can select the camera and we can move it like this. We can also move the camera over here in the item. But the method that I prefer the most and that I have the most control with is by pressing in this view, Shift Til D. And I'm going to become the camera. So as you can see, I'm able to move around. Like so. I'm able to fly around, like so. And that's I'm basically flying, like in the video games, and it gives me the most control. First of all, if I press Tilda, I'm able to just move the camera around, like so. It saves a ton of time instead of, you know, having to rotate it like this and then a bit of a headache. So just press Shift till day and move with your mouse. Super easy. Now, I'm also able to fly around front, back, right, left. And if I press shift at the same time, it's going to make the movement faster. So I'm going to fly to the front faster, fly backwards faster, left to right, front back. You can see I'm moving faster right now. And now without pressing shift, I'm going to move a little bit slower. Now, some of the other important aspects about the camera is if we go into data, we can enable the depth of field. Depth of field will allow to add this blur in the background or the foreground. It's called boke in photography. It's this sort of effect when our subject, for example, in the foreground is in focus and the background is out of focus. So this is something that we can do if we enable the depth of. Other thing is we can change the focal length, basically how zoomed in or how not zoomed in the lens is. If you ever use the big camera, like DSLR or mirrorless cameras, and you have your lens, and you're able to zoom in with your lens, not on an actual picture, not zoom in, with your fingers, but zooming in with lens. Because your lens has different focal points. And the way the camera works in Blender is exactly the same way as it works in real life. So if you have a head experience with cameras in real life, it works super similar. By the way, another tip that I can give you the last tip before we start, is if you go into Render and if you put motion blur, it makes this real motion blur that makes the videos just a little bit better. So you cannot really see it, but when we move with the camera, you'll be able to see it. We're going to disable it for now because it takes extra power for your computer. So once again, Dolly, I'm going to go let's say to something like this. One more tip is, if we select the camera and we go into the viewpoint display, we can sert this value, and you can see what's happening is it darkens the parts that are around the camera. So the view of the camera stays the same, and it just helps us to focus on what we have. For example, if we have a lot of stuff like, around and you're not sure what you will see in the final export. This is exactly the way to control the passport out. Not sure if I pronounce it correctly. Basically the darker areas, you can make them darker. We are going to put our camera over here. Let's press on I to create a keyframe. You can see everything that becomes yellow is keyframed. One of the things that we also need to do, let's say if we want to create a keyframe for the depth of field, we don't have the key frame because we need to press on I here and you can see when it becomes yellow, we also get this animate property, basically the keyframe. So it means that we have the keyframe here. So we can set the focus distance over here, right, and press on I over here so that we know our subject is in focus. Now, let's move our camera to something like 40, shift till day, and I'm going to fly backwards. I'm going to press on left click of a mouse to just set it here, and I'm going to press on I. And you will see that we have a camera move right now. Or focus distance, you can see our subject is not in focus anymore. So while we are on the ski frame, just to make sure that we put key frames in the same location in the same frames. The focus distance here, we need to put it, and we need to either press here to animate property or we need to hover over the values here and press on I. Our subject is now in focus at all times. Great. Now, one thing we didn't do is we did not animate the focal length. There's something we need to do in order to achieve this effect. Well, I'm going to go to frame number one, and I'm going to press on focal length, going to person keyframe here. And by going to frame number 40, we are going to zoom in, and I'm going to put another keyframe. And now let's take a look at what we have. You can see that the cameras moving back, but we're actually sort of, like, zooming in, so we get this interesting effect. You cannot really see how this effect is sold because we don't have anything in the background. Let's add quickly something to the background. Let's go into Sketchfab, and let's search for, like, a house. And by the way, I'm going to go into the cycles unteur because it's not going to work otherwise. Okay, let's just import this house. It doesn't matter what we add. Okay, it's absolutely gnomis. I'm going to press on S to scale it down. I'm going to press G, Y and move it a little bit behind us G and X to move it a little bit to the right so that we can actually see what's happening. Now I'm going to switch back to EV because cycles takes more power of our computer. Okay, perfect. You can see the background is blurred. So let's take a look at what we have. Interesting, right? It's like the background is sort of growing. Let's the camera so that we can see the keyframes here as well. And let me just look so also, an interesting fact about the camera is that the more zoomed in you are put the lens, and you will see this effect here is that take a look at the background. It's like, it's almost in focus, right? I mean, it is a little bit out of focus, but when we go to frame number 40, it's a lot more out of focus. So this is the way you can achieve this bouquet effect even more is if we zoom in with the camera, one of the ways to do it. And we can do exactly the opposite. We can actually just change the keyframes, right? Let's put it to 40. And we'll go from Zoom Din to Whitens. But actually, I think it works better in this case because we want to see the background later as if it's like it's being revealed to us. So actually, let's put it to let's do it like this. We'll we'll start from here. We'll go to frame number 30. At frame number 40, I'm going to press Shift Til D, and I'm going to actually, in this case, I think it's going to be a little bit easier to just lift it up like so. I'm going to press Shift Til D and look down and press on I and you'll see what happens. The camera becomes a little bit higher, making our subject a little bit weaker. So in the very beginning, actually, what we had here is our subject had more power. I was stronger. Now that the camera is moving up has a little bit less power. Actually, let's make it even higher as well, like so and move it down. And we can see big difference from going here from here to here, this one has a lot less power. It's like it's injured. But in this one, okay, it's injured, but it's like a king is injured. But in this case, it's like a child is injured in a way. Well, it's just the way I see it. Of course, all this creative stuff, it's like, it's so personal. People see things differently is just one of the ways that I see this and it's an industry standard to achieve a certain effect. Tracking shot. Let's select our camera. Let's go to frame number 60, press on I first. Press Shift till Day. Actually, we need to go to frame number 70, for example, Shift Till Day and Let's fly. So I'm just looking at both viewers to make sure I'm going to press on here so that this pop up disappears. So I'm looking both here, what I see in the camera view, and I'm looking here to see where the camera is. And I'm going to press on I here, and let's move to frame number 90, Shift till day, and I'm going to fly a little bit to the left, and I'm going to keep our subject in the frame. Going to press on I. So this way, you can see the camera moves with the subject exactly what we have in the tracking shot. I actually really like tracking shots. The reason is because the shot becomes so much more interesting and dynamic. Instead of staying in the same position, like, the camera moves and so everything relative to the camera moves, and it's it's subtle change, but the shot becomes a lot more expansive. So if you ever choose to just track the subject or move the whole camera with the subject, it's better to move the whole camera with the subject. I mean, depending on the style that you're going for it can be slightly different, but actually really, really like this one so that there's a bit of movement, and the camera is moving exactly as our subject is making a step. Now we're going to have over the shoulder shot. I'm going to go to frame number 100, going to press Shift Tilda and we're going to fly like behind our subject to see what's happening, going to go a little bit higher. Something like so, and I'm going to press on I. And let's put something in front of our subject. I'm going to press on N, and I'm going to go to cycles again. Let's do something mysterious, maybe like a coffin. Let's do something like this. I'm going to press G, Y, and so now the camera, actually, you know, let's go to EV. Let's come Let's come to frame number 60. Let's come to camera. Keyframe for the focus distance. Let's select our subject, like so. Put a keyframe. Go to frame number 70, select our subject. Put a keyframe 90. Select our subject, put a key frame. And now let's select the coffin and put a key frame. This is a very interesting shot because we can see what's happening in front of our subject and we can really kind of feel it. It's powerful because we also see the subject. One of the ways it's done is to show dialogue, which is great in movies, but it doesn't have to be dialogue only. We can show what's happening in front of our character. For example, when something's happening in front of the character, we see the emotion of the character, which is great, but one of the other ways that we can use this is we can show what's happening in front of the character. So we don't see the emotion of the character, we just see what's in front of it. It gives us a little bit of flexibility to react. So we don't just take a look at how the character is reacting. We make our own assumption. So it's just one of the ways that we can creatively go about this. Birds eye view. Let's put another keyframe, press on I. Let's go to frame 120. The reason why I'm going in tens is because it's just a little bit easier in terms of the calculations in my head. So let's put a keyframe, press on I, put a focal length and the focus distance. Like the camera, press on I, and then for the focus distance, we can select our subject, put a keyframe. And so it goes from here to here. So that's the bird eye view and the rack focus track. Put a keyframe here, go to frame 160, shift till day. So I'm going to select the focus distance on the coffin currently to see the details of the coffin. I'm going to press on I to select the key frame. And now I'm going to go to frame 170, and I'm going to select our focus distance or character. I'm going to press on I. And so we can see how the focus changes from the coffin to our subject. Beautiful. We would make it a little bit longer. And if our subject was moving here, it would like it would be it would really sell the story of what's happening. Now, let's take a look at everything we have here. So from the very beginning, It's an interesting story, I would say. Some of the main things, once again, just to recap, focus distance, focal length. Make sure to key frame these if you want them to change over time. Press on I when you're hovering over the values or make sure to press over here. And the best way to animate the camera, in my opinion, is through Shift till day. Make sure to give it a try. You might like some of these. You might not like some of these and choose whatever you like. Like, the directors don't necessarily use all the techniques all the time. Some directors just prefer specific techniques, and that's what they are known for. So go and try it out. If you have any questions, let me know, but other than that, I'll see you in the next video. 10. Fast Preview & Export Settings in Blender (Workbench & Eevee): In this video, we're going to talk about how to test and export your animations. Let's jump in. First, we need to go into the renderer, and we have three renderers in blender. Basically, the difference between the renderers is the quality that you're going to see in the export. In simple words, this is what you're going to see if you export in workbench. You can actually see kind of the preview of what you're going to have here. This is the workbench, where you have very little facts, you have, basically nothing, no materials, nothing just easy to see if movement is okay, if the measures are okay, if the camera is okay, it exports really, really fast. It doesn't take a lot of power for your computer. So it's really good to just kind of test and see how good it is. The EV is this kind of vendor. So if I export, this is the way it's going to export. It's great for posting things through social media, but it's not the highest quality. Like, if you really want the highest quality cycles, but tycles take the most powerful computer. So you can see we get the very best quality. Like, the quality is the most realistic, like, it's really, really good quality, but it takes a lot of power for your computer. That's why I test things in the workbench. I export in EV, and I do not export in tiles, even though cycles looks the best, but you need to have a very powerful computer to do this. You can give it a try and test the kind of computer that you have, but trust me, even cycles is going to take a lot of power for your computer. I'm going to select the workbench. Then we go into the output for the resolution, 1080 by 1920 is something we've already set. In terms of the frame rates. I always recommend setting the 30 frame rates, and this is the way you will calculate your animations as well. So imagine we set it to 60 frame rates. It means that this whole animation is going to be twice as short because what you have here, is the frame rates. I do recommend 30 60 is too smooth. Social media will lower the quality of videos if you put it 60 because most of the videos are 30 frames second or 24. So put it to 30. It's going to be the best quality. Then for the file format, if you want the video, I do recommend putting this video format that we need to go into encoding. And we have this Matrokaset here, but I do recommend putting it to mpeg four, which is the video format. And then we're ready to export. Actually, before that, we need to set the output where and the kind of name. But if I go to, for example, the desk clop, and I save it without a name, it's still going to give it a name. And in the frame range. So we have 190 frames of animations, and I'm going to put 190 frames to limit it to 190 frames. Otherwise, it's going to export until 250 where we have no animations, right? What we wanted, we want this part here. And I'm going to export just to double check that everything's okay in terms of the camera animation, in terms of the movement, things like that. And the way I'm going to export or render, is I'm going to go into Render and we can render the animation by pressing in my case, Command Ftwelve. But if you're on MacBook, you have to press F and Command 12. On Windows, you have to press Control instead of command. So it would be Control Ftwelve. So let's give it a try, press it, and you'll see that it renders it pretty quickly. Like, it doesn't take a lot of power for your computer. Boom, and it's done. Now, if I go into my desktop, this is what we have. This is the whole video that we've just created. And you will see that we don't have the focus here as well. That's why it takes a lot less time. We just checked everything. Looks great. We are ready to export. Now we will go to Render and we're going to switch to IV and it's going to export in EV. And this is going to take a lot more time. So let's go into the output. We have our desktop, and now at the end, I'm just going to say something like final. I like to give it a little a little different name. So you can see here we have the number of frames in the name of our file, and we're going to export and is going to have the final in number frame rates. Okay, let's start exporting. I'm changing nothing aside from the name, and yeah, you can see this one's taking a lot more time. This is just four frames. Great. I'm not sure how long that took, but it definitely took a lot longer. You can see here that we have the final the name and then the number of frame rates, as well. So let's take a look at everything we have here. Mm hmm. You know, let's take a look like this. Perfect. One thing I forgot to tell you about the key frames is, for example, we have our model like this here. We can see them, but then we go into the next frame and then the model disappears. What if we want to keep the model in the frame? Well, first of all, we can set the focus point to the model, but actually, I don't prefer to do it. The way I prefer to do it is press shift till day like somewhere in between. And then just go to the model and put a keyframe, like so, and you'll see this is what we have. And sometimes we got to do is to turn on the motion blur. If we turn on the motion blur, let's see what we have. For example, you can see this motion blur in the background. It kind of renders it while I'm holding the mouse. If I stop holding the mouse and it will just become like this. And one thing we can do is we can render just one of the frames. So once again, if I go to render, we can render image instead of rendering the whole composition. So if I press here a fan of 12, it's going to render. You can see the motion blur in the background where we do have a bit of like blur or, for example, on the hands here as well. So this is the kind of motion blurring I was talking about. And if you want to take videos to the next level, Go ahead and experiment with motion blur. It's so great. You can put it to basically a little bit less and a little bit more. So if I put the shutter to a lot more, you can see, we have a lot more motion blurr. This is a bit too much, sometimes even 50, like half is a bit too much. So D recommend putting it to like 0.25. You can still see that we have motion blur. I just a little bit less, and one thing is if you have a lot of camera movement, it becomes a bit too much. And that's in terms of the exporting, if you have any questions, let me know. Bs than that, I'll see you in the next video. 11. Capstone Project: Create a Viral-Ready Short with Blender Character & Camera: Come. In this video, I want to quickly walk you through your project. To practice, I recommend you two things. Create your character and make sure to create not just one animation but a couple of animations, put them together to make sure you don't forget it because if you don't practice, then you will forget it. So make sure to create a character, create a couple of animations, two animations totally fine. Make sure to experiment with the camera is the second thing. Of course, I recommend experimenting with every single camera angle, but if you don't want to do it, then go ahead and try at least one of those. The third thing would be to export and upload it as your Skillshare project. Would be great to hear if you had any challenges or if there's anything else for you to share because it doesn't just help you learn better. It helps other students learn better because if somebody is going through a challenge that you overcame, then your experience would be able to help that student. It's super valuable and I also really appreciate taking a look at the work that you guys do. It's absolutely amazing. Please do that. If at any point you have any questions, be sure to leave it in the Q&A section below. But other than that, I'll see you in the next video. 12. Last Step!: Congratulations. You are nearly 100% done with this blender course. There are just two small steps you need to take. First, take action. As Kafuch said, a journey of 1,000 miles begins with a single step. So if you haven't already, take your first step by editing your first video and blender. All the best information in the world means nothing if you don't act on it, and small steps lead to massive outcome. Lastly, if you found value in this program, I would really appreciate if you could take 60 seconds to leave you honest feedback. I will immensely appreciate this and your feedback will massively help future students in deciding the best program for them. Although this course is complete, your journey has just begun. I'm excited to see edits online, so be sure to keep me and your fellow students posted. Remember, I'm here for your success. So if there's anything you need, don't hesitate to reach out in the QN section below. Thank you again for choosing me as your instructor, wishing you all the best and looking forward to seeing you in future courses.