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</div>
## Tasks for Animation Foundation Level 0
## Tasks for Animation Foundation Level 1

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# Blender Animation Foundation Level 2
## Anticipation, Drag & follow through, animating multiple objects
### Skills
<div class="grid cards" markdown>
### Interface / Keyboard
- **Anticipation, Drag & Follow through**
### Ticklist
---
Follow up on previous badge level, this badge level adds 2 more principles Anticipation, Drag & Follow through to the learning goals.
</div>
<div class="grid cards" markdown>
- **Skills**
---
Anticipation, Drag & follow through, animating multiple objects
Rotations
- Euler vs Quaternion
- Gimbal lock
</div>
<div class="grid cards" markdown>
- **Interface / Keyboard**
---
- Add/delete/move location, rotation, scale, locrot, locrotscale keyframes
- Graph Editor
- Changing keyframe handles
- Key Frame Interpolation
</div>
<div class="grid cards" markdown>
- **Ticklist**
---
*Can:*
- Use Graph Editor
- Change keyframe handles
- Add Interpolation modes to animation
*Knows:*
- Anticipation
- Drag
- Follow through
- Euler vs Quaternion rotation
</div>
## Tasks for Animation Foundation Level 2

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# Blender Animation Foundation Level 3
## Actions
### Skills
<div class="grid cards" markdown>
### Interface / Keyboard
- **Actions**
### Ticklist
---
This badge level focusses on Actions. How can you combining actions or create repetitive actions for cyclic animations. Blender offers some handy tools for these purposes.
</div>
<div class="grid cards" markdown>
- **Skills**
---
Actions
NLA Editor
- Repetitive actions (cyclic animation vs repeat)
- Combining actions
</div>
<div class="grid cards" markdown>
- **Interface / Keyboard**
---
</div>
<div class="grid cards" markdown>
- **Ticklist**
---
*Can:*
- Use Graph Editor
- Add Interpolation modes to animation
- Use NLA Editor
*Knows*
- Actions
- Repeat actions
- Combine actions
- Inertia
</div>
## Tasks for Animation Foundation Level 3

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@ -42,5 +42,5 @@ To get a basic understanding of animation we have setup 4 basic fundation badges
---
Actions
[View More](foundation-anim-badge-level-3.md)
[View More](foundation-badge-level-3.md)
</div>

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template: main.html
---
# Blender Badges
<div class="grid cards" markdown>
Schools and teachers often differ in opinion on which topics to teach and in which order.
- **The Blender Badges Project**
When we talk about Blender Beginner, many teachers have a different viewpoint and a different understanding of what a Blender Beginner should learn.
---
The goal of the Blender Badges project is to create a reference framework such that everyone can still teach Blender in their own way and be more specific in what they teach so that it becomes clear what is meant when a teacher talks about for example a Blender Beginner course. <br><br>
Schools and teachers often differ in opinion on which topics to teach and in which order. <br><br>
When we talk about Blender Beginner, many teachers have a different viewpoint and a different understanding of what a Blender Beginner should learn. <br><br>
This becomes a bit of an issue when students participate in exchange programs and find themselves lacking knowledge because the other school teaches Blender differently. <br><br>
</div>
This becomes a bit of an issue when students participate in exchange programs and find themselves lacking knowledge because the other school teaches Blender differently.
The goal of the Blender Badges project is to create a reference framework such that everyone can still teach Blender in their own way and be more specific in what they teach so that it becomes clear what is meant when a teacher talks about for example a Blender Beginner course.
<div class="grid cards" markdown>
- **Modelling**

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# Blender Modeling Foundation Level 1
## Editing Objects
### Skills
<div class="grid cards" markdown>
adding/deleting/manipulating primitive (Mesh) Objects
- **Editing Objects**
- Cube
- Plane
- Cone
- Cylinder
- Suzanne
---
Manipulations of objects and meshes
- Add
- Delete
- Move
- Rotate
- Scale
</div>
### Interface / Keyboard
<div class="grid cards" markdown>
- **Skills**
- Colour the snowman
- Use load menu to find .blend file
- left click select | Material properties | add new material | name material | change colour
- repeat
- left click select | Material properties | reuse material
- Add button, colour and duplicate
- add tool | move tool | scale tool along one axis | rotate viewport
- left click select | Material properties | add new material | name material | change colour
- use keyboard shortcut to duplicate | move tool | rotate tool
- use object properties to give things names | use the outliner to parent objects | move object around scene
- Build a cabin
- Show the widget and the tab button
- Use widgets | rotate viewport |
- edge select widget | extrude widget | use command/control to limit extrusion
- Use control and left click | add and name new materials | reuse materials
- move and rotate tools
- Fly mode
---
### Ticklist
adding/deleting/manipulating primitive (Mesh) Objects
**Can**
- Cube
- Plane
- Cone
- Cylinder
- Suzanne
- delete objects
- add cube / monkey / sphere / cylinder
- move objects along x, y and z
- rotate the viewport to look at different parts of the scene
- look through the camera lens
- scale objects
- save blender file
Manipulations of objects and meshes
**Knows**
- a scene is made up of objects, lights and cameras
- everything is editable!
- Add
- Delete
- Move
- Rotate
- Scale
</div>
<div class="grid cards" markdown>
- **Interface / Keyboard**
---
- Colour the snowman
- Use load menu to find .blend file
- left click select | Material properties | add new material | name material | change colour
- repeat
- left click select | Material properties | reuse material
- Add button, colour and duplicate
- add tool | move tool | scale tool along one axis | rotate viewport
- left click select | Material properties | add new material | name material | change colour
- use keyboard shortcut to duplicate | move tool | rotate tool
- use object properties to give things names | use the outliner to parent objects | move object around scene
- Build a cabin
- Show the widget and the tab button
- Use widgets | rotate viewport |
- edge select widget | extrude widget | use command/control to limit extrusion
- Use control and left click | add and name new materials | reuse materials
- move and rotate tools
- Fly mode
</div>
<div class="grid cards" markdown>
- **Ticklist**
---
**Can**
- delete objects
- add cube / monkey / sphere / cylinder
- move objects along x, y and z
- rotate the viewport to look at different parts of the scene
- look through the camera lens
- scale objects
- save blender file
**Knows**
- a scene is made up of objects, lights and cameras
- everything is editable!
</div>
## Tasks for Modeling Foundation Level 1

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# Blender Modeling Foundation Level 2
## The Basics of Object Manipulation
### Skills
<div class="grid cards" markdown>
Object manipulation
- **The Basics of Object Manipulation**
- Parenting
- Duplicating
- Moving edges, faces, vertices
- Extrude
---
Editing objects
- Edit mode
- Vertex
- Edge
- Face
- Object properties
</div>
### Interface / Keyboard
<div class="grid cards" markdown>
### Ticklist
- **Skills**
Can:
---
- Open a .blend file
- add a named material to an object
- change a material's colour
- reuse a material
- scale along x,y or z axis
- enable viewport shading
- duplicate objects
- use object properties to give objects names
- parent objects using the outliner
- switch between edit and object modes
- Select faces edges and vertices
- extrude faces
- use keyboard to define extrusions
- apply material to individual faces
- fly around your scene
Object manipulation
knows:
- why we should name materials
- the difference between edges, faces and vertices
- Parenting
- Duplicating
- Moving edges, faces, vertices
- Extrude
Editing objects
- Edit mode
- Vertex
- Edge
- Face
- Object properties
</div>
<div class="grid cards" markdown>
- **Interface / Keyboard**
---
- Colour the snowman
- Use load menu to find .blend file
- left click select | Material properties | add new material | name material | change colour
- repeat
- left click select | Material properties | reuse material
- Add button, colour and duplicate
- add tool | move tool | scale tool along one axis | rotate viewport
- left click select | Material properties | add new material | name material | change colour
- use keyboard shortcut to duplicate | move tool | rotate tool
- use object properties to give things names | use the outliner to parent objects | move object around scene
- Build a cabin
- Show the widget and the tab button
- Use widgets | rotate viewport |
- edge select widget | extrude widget | use command/control to limit extrusion
- Use control and left click | add and name new materials | reuse materials
- move and rotate tools
- Fly mode
</div>
<div class="grid cards" markdown>
- **Ticklist**
---
**Can:**
- Open a .blend file
- add a named material to an object
- change a material's colour
- reuse a material
- scale along x,y or z axis
- enable viewport shading
- duplicate objects
- use object properties to give objects names
- parent objects using the outliner
- switch between edit and object modes
- Select faces edges and vertices
- extrude faces
- use keyboard to define extrusions
- apply material to individual faces
- fly around your scene
**Knows:**
- why we should name materials
- the difference between edges, faces and vertices
</div>
## Tasks for Modeling Foundation Level 2

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# Blender Modeling Foundation Level 3
## Tools for Editing & Basic Modifiers
### Skills
<div class="grid cards" markdown>
### Interface / Keyboard
- **Tools for Editing & Basic Modifiers**
### Ticklist
---
</div>
<div class="grid cards" markdown>
- **Skills**
---
Tools
- Subdivide
- Loop cut & slide
- Proportional editing
- Bevel
- Knife tool
Object manipulation
- Add & Delete faces
- Join objects
Modifiers
- Subdivision surface
- Mirror???
</div>
<div class="grid cards" markdown>
- **Interface / Keyboard**
---
Create an island
- add tool | resize tool |
- Switch to edit mode | Subdivide the surface | Use proportional editing to raise an island | adjust strength of tool
- material properties to make everything the same colour | go into edit mode | add a new material | circle select | add material to island
Create a pirate flag
- Add a cylinder | size along z axis | loop cut and slide to add sections | proportional editing to make the pole crooked
- in edit mode | ring select | size the base to make it bigger
- Add plane | subdivide flag | make a ragged edge using knife tool to select and delete faces
Create a coin
- Add cylinder | resize cylinder | add material |Edge select | bevel edge | duplicate| join objects
- Add cylinder | resize cylinder | loop cut | reuse coin material | edge select | resize | bevel edges | creat jewel | join objects
</div>
<div class="grid cards" markdown>
- **Ticklist**
---
**Can:**
- add a plane
- subdivide surfaces
- use proportional editing
- use circle and box select
- use loop cut and slide
- ring use select
- cut things with a knife tool
- select and delete faces
- make faces ?
- bevel meshes
- join objects
</div>
## Tasks for Modeling Foundation Level 3

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<h2>Snowman</h2>
<p>Colour a snowman made from mesh primitives</p>
# Snowman
## Colour a snowman made from mesh primitives
<div class="badge-container">
<div class="task">
<div class="header">
Task
</div>
<div class="content">
- Colour the snowman (10-15 mins)
- Load pre-made snowman or their own snowman
- Colour in hat
- Colour in arm
- Reuse colour on second arm
- [EXTENSION] Colour in trees
- Colour the snowman (10-15 mins)
- Load pre-made snowman or their own snowman
- Colour in hat
- Colour in arm
- Reuse colour on second arm
- [EXTENSION] Colour in trees
- Add button, colour and duplicate (15-20 mins)
- add/flatten/move/rotate single button
- add colour to button
@ -29,7 +22,3 @@
- return to object mode to position cabin
- Fly through scene
- [EXTENSION] make a range of different houses and a car. Colour in house, parent parts of a house together.
</div>
</div>
</div>

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<h1>Blender Badges Modeling Track</h1>
<p>Here you find the all the modeling badges.</p>
# Modeling Badges
<div class="grid cards" markdown>
- **Foundation badge Level 1**
### Foundation
[Foundation
Level
1:
Editing Objects](foundation-badge-level-1/)
[Foundation
Level
2:
The Basics of Object Manipulation](foundation-badge-level-2/)
[Foundation
Level
3:
Tools for Editing & Basic Modifiers](foundation-badge-level-3/)
---
Editing Objects
[View More](foundation-badge-level-1.md)
</div>
<div class="grid cards" markdown>
- **Foundation badge Level 2**
---
The Basics of Object Manipulation
[View More](foundation-badge-level-2.md)
</div>
<div class="grid cards" markdown>
- **Foundation badge Level 3**
---
Tools for Editing & Basic Modifiers
[View More](foundation-badge-level-3.md)
</div>

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# Modelling Badge level 1
#### Add, Delete and Manipulate primitive Mesh Objects
<div class="grid cards" markdown>
- **What you will learn**
---
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.

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# Modelling Badge level 2
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.

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# Modelling Badge level 3
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.

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# Modelling Badges
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
<div class="grid cards" markdown>
- **Foundation badge Level 1**
---
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
[View Modelling Foundation badge 1](foundation-mod-badge-level-1.md)
<div class="grid cards" markdown>
- **Foundation badge Level 2**
---
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
[View Modelling Foundation badge 2](foundation-mod-badge-level-2.md)
<div class="grid cards" markdown>
- **Foundation badge Level 3**
---
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
[View Modelling Foundation badge 3](foundation-mod-badge-level-3.md)

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# Blender Rigging Foundation Level 1
Rigging allow the artist to create underlying structures and controls to animate 3d models. Blender offers an impressive set of rigging tools including skeleton and automatic skinning, easy weight painting, constraints, bone layers and colored groups for organization.
<div class="grid cards" markdown>
- **Using the Graphic Tablet, Brushes, and Remeshing**
- **Creating Armatures**
---
Sculpting becomes much easier when using a graphic tablet instead of a mouse, so getting familiar with this tool first makes perfect sense.<br>
Thereafter, learning how to adjust the density of the model's mesh with the Remesh option is the logical next step, since sculpting requires sufficent topology to work on the details.
Finally, using and adjusting the main sculpting brushes should not be missing from this introduction.
Learn how to start rigging in Blender here. From creating armatures to constrain geometry, you will be able to design your first rig and pose simple 3D models.
</div>

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# Blender Rigging Foundation Level 2
## Forward Kinematics Control Bones
### Skills
<div class="grid cards" markdown>
**Creating Armatures**
- Changing bones shape (viewport display)
- Change bones color
- **Forward Kinematics, Control Bones**
**Editing Armatures**
- Scale BBone
- Subdivide bone
---
**Editing WeightPaint**
- Draw
- Weight
- Blur
Kicking it up a notch, we will look at customizing bones appearance and shape, control their influence on the geometry using weight paint and creating forward kinematic controllers. This will give the artist a finer level of control over their rig.
**FK Control Bones**
- Create bones as controllers
- Parent/unparent between bones
- Custom shape of control bones
- Bones collections
</div>
<div class="grid cards" markdown>
- **Skills**
---
**Creating Armatures**
- Changing bones shape (viewport display)
- Change bones color
**Editing Armatures**
- Scale BBone
- Subdivide bone
**Editing WeightPaint**
- Draw
- Weight
- Blur
**FK Control Bones**
- Create bones as controllers
- Parent/unparent between bones
- Custom shape of control bones
- Bones collections
</div>
<div class="grid cards" markdown>
- **Interface / Keyboard**
---
- ctrl+tab: pose mode
- F3: Scale B-Bone
- rmb: subdivide
- shift+d: duplicate bone
- alt+P: clear parent
- ctrl+p: parent keep offset
</div>
<div class="grid cards" markdown>
- **Ticklist**
---
**Can**
- change bone shape & color
- subdivide bones
- edit paintweight
- constraint bones
**Know**
- customize shapes & color of bones
- adjust the weightpaint to improve the geometry deformation
- create basic armature controllers
### Interface / Keyboard
</div>
- ctrl+tab: pose mode
- F3: Scale B-Bone
- rmb: subdivide
- shift+d: duplicate bone
- alt+P: clear parent
- ctrl+p: parent keep offset
### Ticklist
**Can**
- change bone shape & color
- subdivide bones
- edit paintweight
- constraint bones
**Know**
- customize shapes & color of bones
- adjust the weightpaint to improve the geometry deformation
- create basic armature controllers
## Tasks for Rigging Foundation Level 2

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# Blender Rigging Foundation Level 3
## Inverse Kinematics & Master Control Setup
### Skills
<div class="grid cards" markdown>
**IK Control Bones**
- Create bones as controllers (IK & Pole)
- IK constraint
- IK Chain length
- IK Pole Target/Angle
- Copy Rotation constraint
- **Inverse Kinematics & Master Control Setup**
---
Inverse kinematic (IK) allows for a more natural interaction with the rig. Here we will explore the basic IK setup in Blender, inclusive of pole target, dual constraint setup and master controller.
</div>
<div class="grid cards" markdown>
- **Skills**
---
**Dual constraints setup**
- IK + Rotation-only
**Master Control Setup**
- Create bone as main controller or the whole rig
**Lock Controllers' transformations**
- Location / Rotation / Scale
### Interface / Keyboard
- ctrl+tab: pose mode
- F3: Scale B-Bone
- RMB: subdivide
- shift+d: duplicate bone
- alt+P: clear parent
- ctrl+p: parent keep offset
- shift+I: add IK to target bone
- alt+g: clear translations
- alt+r: clear rotations
### Ticklist
**Can**
- Create IK controlled 3-bones rigs
- Assign pole to IK constraints
- Control IK chain length
- Create dual constraints rigs
**Know**
- Inverse Kinematic functioning
- Pole vector purpose
- assign two constraints to the same controller/bone
**IK Control Bones**
- Create bones as controllers (IK & Pole)
- IK constraint
- IK Chain length
- IK Pole Target/Angle
- Copy Rotation constraint
**Dual constraints setup**
- IK + Rotation-only
**Master Control Setup**
- Create bone as main controller or the whole rig
**Lock Controllers' transformations**
- Location / Rotation / Scale
</div>
<div class="grid cards" markdown>
- **Interface / Keyboard**
---
- ctrl+tab: pose mode
- F3: Scale B-Bone
- rmb: subdivide
- shift+d: duplicate bone
- alt+P: clear parent
- ctrl+p: parent keep offset
- shift+I: add IK to target bone
- alt+g: clear translations
- alt+r: clear rotations
</div>
<div class="grid cards" markdown>
- **Ticklist**
---
**Can**
- Create IK controlled 3-bones rigs
- Assign pole to IK constraints
- Control IK chain length
- Create dual constraints rigs
**Know**
- Inverse Kinematic functioning
- Pole vector purpose
- assign two constraints to the same controller/bone
</div>
## Tasks for Rigging Foundation Level 3

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## Tasks for Sculpting Foundation Level 1
[Sculpt a stone](foundation-task-level-1-sculpt-rock/): Sculpt a rock out of the default cube.
[Sculpt a stone](foundation-task-level-1-sculpt-rock.md): Sculpt a rock out of the default cube.

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---
Using the multiresolution modifier
using textures
Settings
- Brush
- Texture
- Stroke
- Falloff
- Cursor
Creating custom brushes
</div>
<div class="grid cards" markdown>
@ -23,6 +37,9 @@
---
Modifier Properties: Add Modifier > Generate > Multiresolution
Texture Properties > New > Type: Voronoi
</div>
@ -32,6 +49,12 @@
---
knows:
- the effect of different Texture Mapping options
- the effect of different Stroke Method options
</div>
## Tasks for Sculpting Foundation Level 3

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<h2>Sculpt a stone</h2>
<p>Sculpt a rock out of the default cube.</p>
# Sculpt a stone
## Sculpt a rock out of the default cube.
<div class="badge-container">
<div class="task">
<div class="header">
Task
</div>
<div class="content">
create a stone
- start with the default cube
- remesh (r, ctrl+r) cube to add geometry
- use the draw (x, ctrl+x), grab (g), and smooth (shift+s) tools to form a stone, adjust the brush size (f) and - . - strength (shift+f) for fine grained sculping
- use the draw (x, ctrl+x), grab (g), and smooth (s) tools to form a stone, adjust the brush size (f) and strength (shift+f) for fine grained sculping
- refine the surface by remeshing and smoothing
- repeat c. and d. until you are satisfied with the outcome
</div>
</div>
</div>