staging #1

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edouardsimon merged 2 commits from edouardsimon/blender-education-docs:staging into staging 2024-07-05 09:17:56 +02:00
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# Animation Badge level 0
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# Animation Badge level 1
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# Animation Badge level 2
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# Animation Badge level 3
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# Blender Animation Foundation Level 0
<div class="grid cards" markdown>
- **Animating primitive low poly objects**
---
The first foundation badge is a very basic introduction into animation focussing on key frames and time line and how you can animate very basic, low poly, objects or meshes.
</div>
<div class="grid cards" markdown>
- **Skills**
---
Setting up the Timeline
- Frames (Start, End)
- Framerate
- Length of animation
Keyframing
- Location
- Rotation
- Location/Rotation
- Location/Rotation
Manipulating keyframes
- Add keyframes
- Delete keyframes
- Move keyframes
</div>
<div class="grid cards" markdown>
- **Interface / Keyboard**
---
- Editor Type: Timeline
- Output Properties tab: Framerate
- START and END frame on Timeline
- Select frame on Timelime
- I-key to add/bring up insert keyframe menu in 3D viewport
- x key to delete on Timeline
- g-key to move keyframes on Timeline
- Play animation
</div>
<div class="grid cards" markdown>
- **Ticklist**
---
**Can:**
- Bring up the Insert Keyframe menu
- Add keyframes (loc/rot/locrot/locrot) to the Timeline
- Delete keyframes on the Timeline
- Move keyframes on the Timeline
- Set the framerate
- Set START and END frame on Timeline
- Playback
**Knows:**
- Frames
- Movement by means of changing location and rotation over time
- Movement has a start, an end and steps in between
</div>
## Tasks for Animation Foundation Level 0

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# Blender Animation Foundation Level 1
<div class="grid cards" markdown>
- **Timing & Rhythm, Spacing, Squash & Stretch and Arcs**
---
Animation uses a number of principles. The second animation badge focusses on the principles of Timing & Rhythm, Spacing, Squash & Stretch and Arcs.
</div>
<div class="grid cards" markdown>
- **Skills**
---
Timing, Rhythm, Spacing, squash, stretch, arcs
- Graph Editor
- Keyframe handles
- Interpolation modes
- Constant
- Linear
- Bezier
- Bounce
</div>
<div class="grid cards" markdown>
- **Interface / Keyboard**
---
- Editor Type: Timeline
- Output Properties tab: Framerate
- START and END frame on Timeline
- Select frame on Timelime
- I-key to add/bring up insert keyframe menu in 3D viewport
- x key to delete on Timeline
- g-key to move keyframes on Timeline
- Play animation
</div>
<div class="grid cards" markdown>
- **Ticklist**
---
**Can:**
- Bring up the Insert Keyframe menu
- Add keyframes (loc/rot/locrot/locrot) to the Timeline
- Delete keyframes on the Timeline
- Move keyframes on the Timeline
- Set the framerate
- Set START and END frame on Timeline
- Playback
**Knows:**
- Frames
- Movement by means of changing location and rotation over time
- Movement has a start, an end and steps in between
</div>
## Tasks for Animation Foundation Level 1

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# Blender Animation Foundation Level 2
<div class="grid cards" markdown>
- **Anticipation, Drag & Follow through**
---
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
<div class="grid cards" markdown>
- **Actions**
---
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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# Animation Badges
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Creating the illusion of movement.
To get a basic understanding of animation we have setup 4 basic fundation badges that addresses these fundamentals and how this is done in Blender.
<div class="grid cards" markdown>
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---
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[View Animation Foundation badge 0](foundation-anim-badge-level-0.md)
Animating primitive low poly objects
[View More](foundation-badge-level-0.md)
</div>
<div class="grid cards" markdown>
- **Foundation badge Level 1**
---
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[View Animation Foundation badge 1](foundation-anim-badge-level-1.md)
Timing & Rhythm, Spacing, Squash & Stretch and Arcs
[View More](foundation-badge-level-1.md)
</div>
<div class="grid cards" markdown>
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---
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Anticipation, Drag & Follow through
[View More](foundation-badge-level-2.md)
[View Animation Foundation badge 2](foundation-anim-badge-level-2.md)
</div>
<div class="grid cards" markdown>
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---
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[View Animation Foundation badge 3](foundation-anim-badge-level-3.md)
Actions
[View More](foundation-badge-level-3.md)
</div>

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template: main.html
---
# Blender Badges
<div class="grid cards" markdown>
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- **The Blender Badges Project**
---
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>
<div class="grid cards" markdown>
- **Modelling**
---
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Fundamentals of 3D modeling in Blender, including essential techniques for creating and texturing basic objects and environments.
<br>
<br>
[:octicons-arrow-right-24: View more](modeling/index.md)
</div>
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- **Animation**
---
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Essentials of Blender animation, covering keyframing, motion paths, and character movement to bring models to life.
<br>
<br>
[:octicons-arrow-right-24: View more](animation/index.md)
</div>
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- **Sculpting**
---
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Digital sculpting in Blender, introducing tools and techniques to create organic 3D models.<br><br>[:octicons-arrow-right-24: View more](sculpting/index.md)
</div>
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- **Rigging**
---
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Principles of rigging in Blender, including the creation of skeletons and control systems for animating characters and objects.<br><br>[:octicons-arrow-right-24: View more](rigging/index.md)
</div>
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- **Shading, Texturing UV**
---
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Shading, texturing, and UV mapping in Blender to enhance models with surfaces and materials.<br><br>[:octicons-arrow-right-24: View more](shading-texturing-uv/index.md)
</div>
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- **Lighting, Camera and Rendering?**
---
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Use of lighting, camera setups, and rendering techniques in Blender to produce images and videos.<br><br>[:octicons-arrow-right-24: View more](lighting-camera-rendering/index.md)
</div>

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# Blender Modeling Foundation Level 1
<div class="grid cards" markdown>
- **Editing Objects**
---
</div>
<div class="grid cards" markdown>
- **Skills**
---
adding/deleting/manipulating primitive (Mesh) Objects
- Cube
- Plane
- Cone
- Cylinder
- Suzanne
Manipulations of objects and meshes
- 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
<div class="grid cards" markdown>
- **The Basics of Object Manipulation**
---
</div>
<div class="grid cards" markdown>
- **Skills**
---
Object manipulation
- 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
<div class="grid cards" markdown>
- **Tools for Editing & Basic Modifiers**
---
</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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# Snowman
## Colour a snowman made from mesh primitives
- 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
- duplicate buttons and move them to correct locations
- parent named parts of snowman together
- [EXTENSION] Create trees and parent parts together, duplicate trees to make a forest
- Build a cabin (15-30 minues)
- using edit mode
- select a face and extrude
- use edge select to move and scale parts of the cabin (give a model for them to aim at making)
- Select faces to give roof and walls diferent colours
- 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.

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# Modeling Badges
<div class="grid cards" markdown>
- **Foundation badge Level 1**
---
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**
---
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# Modelling Badge level 2
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# Modelling Badge level 3
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# Modelling Badges
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<div class="grid cards" markdown>
- **Foundation badge Level 1**
---
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[View Modelling Foundation badge 1](foundation-mod-badge-level-1.md)
<div class="grid cards" markdown>
- **Foundation badge Level 2**
---
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[View Modelling Foundation badge 2](foundation-mod-badge-level-2.md)
<div class="grid cards" markdown>
- **Foundation badge Level 3**
---
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[View Modelling Foundation badge 3](foundation-mod-badge-level-3.md)

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# Lighting, Camera & Rendering

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# Blender Rigging Foundation Level 1
<div class="grid cards" markdown>
- **Creating Armatures**
---
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>
<div class="grid cards" markdown>
- **Skills**
---
**Creating Armatures**
- Creating single bone
- Structure (tip, body. root)
- Rename bones
**Editing Armatures**
- Edit mode
- Extruding new bones
**Constraining Geometry**
- Child of
- Armature
**Animating Armatures**
- Pose mode
</div>
<div class="grid cards" markdown>
- **Interface / Keyboard**
---
- shift+a: add menu (Armature)
- tab: edit mode
- e: extrude new bone
- g/r: move/rotate bone components
- ctrl+p constraint menu
</div>
<div class="grid cards" markdown>
- **Ticklist**
---
**Can**
- create bones
- edit bones
- rename bones
- extrude bones
- constraint "child of" and "armature"
- pose the bones
**Know**
- what bones are
- how to edit basic shape
- constraint to a geometry
- pose bones
</div>
## Tasks for Rigging Foundation Level 1
[Rig a lamp](task-foundation-level-1-rig-lamp/index.md): Rig a simple 2-bones table lamp.
[Rig a mushroom](task-foundation-level-1-rig-mushroom/index.md): Rig a simple 2-bones mushroom.

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# Blender Rigging Foundation Level 2
<div class="grid cards" markdown>
- **Forward Kinematics, Control Bones**
---
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.
</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
</div>
## Tasks for Rigging Foundation Level 2

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# Blender Rigging Foundation Level 3
## Inverse Kinematics & Master Control Setup
<div class="grid cards" markdown>
- **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**
---
**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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# Rigging Badge level 1
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# Rigging Badge level 2
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# Rigging Badge level 3
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# Rigging Badges
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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>
@ -8,28 +8,26 @@
- **Foundation badge Level 1**
---
Creating Armatures
[View More](foundation-badge-level-1.md)
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[View Rigging Foundation badge 1](foundation-rig-badge-level-1.md)
</div>
<div class="grid cards" markdown>
- **Foundation badge Level 2**
---
Forward Kinematics Control Bones
[View More](foundation-badge-level-2.md)
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[View Rigging Foundation badge 2](foundation-rig-badge-level-2.md)
</div>
<div class="grid cards" markdown>
- **Foundation badge Level 3**
---
Inverse Kinematics & Master Control Setup
[View More](foundation-rig-badge-level-3.md)
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[View Rigging Foundation badge 3](foundation-rig-badge-level-3.md)
</div>

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## Rig a lamp
Rig a simple 2-bones table lamp.
- create bone
- extrude 2nd bone
- edit bones position to match geometry
- rename bones
- constrain "child of" the geometry to the bones (set inverse)
- pose the bones to bend the lamp
![Rigging lamp](rigged-lamp.png)

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<h2>Rig a mushroom</h2>
<p>Rig a simple 2-bones mushroom.</p>
<div class="badge-container">
<div class="task">
<div class="header">
Task
</div>
<div class="content">
**Rig a simple 2-bones mushroom**
- create bone
- extrude 2nd bone
- edit bones position to match geometry
- rename bones
- constrain "armature" the geometry to the bones
- pose the bones to bend the mushroom
![Rigging lamp](rigged-mushroom.png)
</div>
</div>
</div>

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# Blender Sculpting Foundation Level 1
<div class="grid cards" markdown>
- **Using the Graphic Tablet, Brushes, and Remeshing**
---
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.
</div>
<div class="grid cards" markdown>
- **Skills**
---
**Setting up the graphic tablet**
Navigating in sculpt mode with the pen
**Using the sculpt brushes**
- adjusting the brush size
- adjusting the brush strength
- draw
- grab
- smooth
- inverting brush effect (add / subtract)
**adjusting the mesh density (Remesh)**
why does mesh density matter?
setting voxel size
applying voxel size to mesh
</div>
<div class="grid cards" markdown>
- **Interface / Keyboard**
---
- f: adjust brush size
- shift + f: adjust brush strength
- x: draw (v since 4.0)
- g: grab
- shift + s: smooth (s since 4.0)
- hold ctrl while drawing: invert brush effect
- r: set voxel size (shift + r in earlier versions)
- ctrl +r : apply voxel size to mesh
</div>
<div class="grid cards" markdown>
- **Ticklist**
---
**Can:**
- use the graphic tablet
- adjust scupt brush size and strength
- set voxel size for mesh density
- apply voxel size to mesh
- use the draw brush
- use the grab brush
- use the smooth brush
- invert the effect of a brush
**Knows:**
- level of details depends on mesh density
</div>
## Tasks for Sculpting Foundation Level 1
[Sculpt a stone](foundation-task-level-1-sculpt-rock.md): Sculpt a rock out of the default cube.

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# Blender Sculpting Foundation Level 2
<div class="grid cards" markdown>
- **Dynamic Topology and Masking**
---
While remeshing is a good way to control the scope of the topology in the model, it has its limitations when it comes to adding topology to specific parts of the model.
This is where dynamic topology comes into play, which makes it possible to intuitively extend the model where needed.
This is also where masking becomes more important to temporarily separate the parts that are to be modeled from those that should not be affected.
</div>
<div class="grid cards" markdown>
- **Skills**
---
**Dynamic Topology (Dyntopo)**
- adjusting detail size
- set refine method
- set detailing
**Understanding differences between Dyntopo and Remesh**
pros/cons and use cases for Dyntopo
pros/cons and use cases for Remesh
**Using more scupt brushes**
snake hook, flatten, inflate
**Masking**
why masking?
drawing mask
inverting mask
clearing mask
</div>
<div class="grid cards" markdown>
- **Interface / Keyboard**
---
</div>
<div class="grid cards" markdown>
- **Ticklist**
---
- **knows:**
- difference between remesh (refining the mesh) and Dyntopo (adding geometry while sculpting)
- difference between Dyntopo refine methods
- difference between Dyntopo detailing settings
- **Can:**
- extrude organic shapes from simple mesh
- create, invert, and clear mask
- use the flatten brush
- use the snake hook brush
- select brushes from the context menu
</div>
## Tasks for Sculpting Foundation Level 2

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# Blender Sculpting Foundation Level 3
<div class="grid cards" markdown>
- **The Multiresolution Modifier**
---
As the creative process progresses, it becomes more important to be able to switch between different levels of detail in the model. This can be achieved with the Multiresolution Modifier which, as its name suggests, allows for switching between different resolutions of the model's mesh.
</div>
<div class="grid cards" markdown>
- **Skills**
---
Using the multiresolution modifier
using textures
Settings
- Brush
- Texture
- Stroke
- Falloff
- Cursor
Creating custom brushes
</div>
<div class="grid cards" markdown>
- **Interface / Keyboard**
---
Modifier Properties: Add Modifier > Generate > Multiresolution
Texture Properties > New > Type: Voronoi
</div>
<div class="grid cards" markdown>
- **Ticklist**
---
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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# Sculpting Badge level 1
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# Sculpting Badge level 2
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# Sculpting Badge level 3
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# Sculpt a stone
## Sculpt a rock out of the default cube.
- start with the default cube
- remesh (r, ctrl+r) cube to add geometry
- 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

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# Sculpting Badges
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Sculpting in Blender allows artists to create detailed 3D models by forming objects in an intuitive and organic way, as if using a digital version of clay. Blender offers various tools for shaping, texturing, and refining models with precision, combining traditional sculpting techniques with digital features like dynamic topology and multi-resolution sculpting. It is often used for modeling organic shapes, although it is perfectly suitable and offers valuable tools for modeling hard surfaces as well.
<div class="grid cards" markdown>
@ -9,10 +9,10 @@
---
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[View Sculpting Foundation badge 1](foundation-scul-badge-level-1.md)
Using the Graphic Tablet, Brushes, and Remeshing
[View More](foundation-badge-level-1.md)
</div>
<div class="grid cards" markdown>
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---
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Dynamic Topology and Masking
[View More](foundation-badge-level-2.md)
</div>
[View Sculpting Foundation badge 2](foundation-scul-badge-level-2.md)
<div class="grid cards" markdown>
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[View Sculpting Foundation badge 3](foundation-scul-badge-level-3.md)
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# Shading & Texturing
## Level 1 Coloring Objects, Texture Based Colors
## UV Unwrapping, Shading
## Shader Nodes, Texture Painting, Node Wrangler