Goals
Students will learn how to animate objects using keyframes and the dope sheet by creating a simple animation in Blender.
Skills
- Animation: timeline, keyframes
- Dope sheet
- Graph editor
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Assignment Details
Animate an object, group of objects, or simple humanoid or animal rig. Your animation needs:
- An interesting object or objects have been animated. You can use objects or the rig you created in previous assignments.
- Objects have a simple color or texture that helps view the animation.
- A simple background allows the animation to be more visible.
- The animation has been broken into sections requiring at least 30 keyframes.
- The animation is at least 60 frames (~ 3 sec) long.
- The animation is smooth.
- The animation is lit well. A 3-point lighting system in useful, but not necessary.
Notes:
- If you use the physics engine to assist with your animation, you still need 20 keyframes of animation. The physics engine is a great tweening tool, where the computer does the animation between keyframes, but I still want you to control the animation for this assignment by using multiple keyframes.
- Blender may smooth too much between keyframes, i.e. the objects at your keyframes get moved to intermediate locations automatically by Blender to make the motion smoother. This is called Interpolation. By default in Blender 4.2, this is set to “Bezier Curve”, which smooths (or interpolates) the motion between keyframes. You can turn this off or actually turn it to linear which does no interpolation between keyframes.
- Click on the keyframe in your Dope Sheet. Click ” T ” on the keyboard. Choose “Linear” for the Interpolation method.
- You can also change the default setting by going to Edit – Preferences – Animation – F-Curves – Default Interpolation – Linear.
Previous Student Work
Resources
Blender Fundementals 2.8 tutorials
Rubric
Grade / Topic |
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B |
C |
Object/s |
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Background |
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Animation Keyframes |
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Animation Length |
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Animation Complexity and Creativity |
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Lighting |
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