
Blender Animation Course
Take your creativity from concept to finished animation using Blender's complete toolset. This course covers everything from rigging and character animation to physics simulations, cinematic camera work, and final rendering. You will build real projects at every stage, graduating with a portfolio-ready demo reel and production-level skills.
What you will learn:
You will start by mastering Blender's interface and core animation principles, then move into the Graph Editor to refine every curve with precision. From there, you will rig characters with IK chains, bone constraints, and custom controls before animating full walk cycles and acting shots. Camera animation, multi-camera scene management, and cinematic framing techniques give your work a professional visual language. You will also configure cloth, rigid body, and fluid simulations, then render and composite your scenes using both Eevee and Cycles. Advanced topics include the NLA Editor, shape key facial rigs, procedural animation with Geometry Nodes, and motion tracking for live-action integration.
How you study in practice Blender Animation Course
How you practise Blender Animation Course
For companies looking to train their teams
With Elevify for businesses, the course includes exercises and examples tailored to your company and its specific needs.
Course content
8 Chapters • 37 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsBlender Interface and Navigation Fundamentals
Blender Interface and Navigation Fundamentals
Lesson 1 • Understanding the Blender Workspace
Covers the main editor types, header menus, and panel regions. Establishes spatial awareness of the interface as the foundation for all subsequent workflows.
Lesson 2 • Customising the Workspace for Animation
Guides you through saving custom layouts, splitting editors, and setting up the Animation workspace. Ensures an efficient environment before animation tasks begin.
Lesson 3 • Viewport Navigation and Display Modes
Teaches orbit, pan, zoom, and numpad shortcuts for 3D navigation. Connects viewport fluency directly to efficient scene inspection during animation.
Lesson 4 • Object Selection and Basic Transforms
Introduces selection methods and G/R/S transform tools with axis constraints. Provides the manipulation skills required before any keyframing begins.
Chapter 2HideHide detailsSee detailsCore Animation Principles in Blender
Core Animation Principles in Blender
Lesson 1 • Squash, Stretch, and Anticipation
Applies squash-and-stretch and anticipation principles using object scale keyframes. Connects classical animation theory to practical Blender transform animation.
Lesson 2 • Timing, Spacing, and Easing
Covers how frame count controls timing and interpolation controls spacing. You adjust ease-in and ease-out to create natural-feeling motion.
Lesson 3 • Arcs and Secondary Motion
Teaches arc-based motion paths and secondary object animation. Reinforces organic movement quality that distinguishes professional animation from mechanical motion.
Lesson 4 • Keyframes and the Timeline Editor
Explains keyframe insertion, deletion, and playback controls in the Timeline. Establishes the fundamental record-and-play loop central to all Blender animation.
Lesson 5 • Staging and Pose-to-Pose Planning
Introduces blocking with key poses before adding breakdowns. Builds a disciplined workflow that scales to complex character and object animation projects.
Chapter 3HideHide detailsSee detailsGraph Editor and Curve Manipulation
Graph Editor and Curve Manipulation
Lesson 1 • Modifiers and Noise on F-Curves
Introduces F-Curve modifiers—Cycles, Noise, Envelope—for procedural motion variation. Extends manual keyframe animation with non-destructive procedural layers.
Lesson 2 • Editing Curves for Timing Refinement
Teaches box-select, proportional editing, and scale-time techniques in the Graph Editor. Enables rapid global and local timing adjustments without re-keying.
Lesson 3 • Graph Editor Interface Overview
Maps the Graph Editor's channels, curve display, and navigation controls. Provides the spatial literacy needed to read and edit F-Curves confidently.
Lesson 4 • F-Curve Handles and Interpolation Types
Covers handle types—Auto, Vector, Aligned, Free—and their effect on curve shape. You match interpolation type to the physical behaviour of each animated property.
Chapter 4HideHide detailsSee detailsRigging Fundamentals for Animation
Rigging Fundamentals for Animation
Lesson 1 • Bone Constraints for Control
Applies Copy Rotation, Copy Location, and Limit constraints to bones. Gives animators predictable, bounded controls that prevent rig breakage during animation.
Lesson 2 • Custom Bone Shapes and Rig Controls
Creates custom bone display shapes and colour groups for animator-friendly rigs. Transforms raw armatures into intuitive control systems ready for production use.
Lesson 3 • Armature Creation and Bone Editing
Covers adding armatures, extruding bones, and setting bone rolls in Edit Mode. Establishes correct skeletal structure as the prerequisite for all rigging steps.
Lesson 4 • Skinning with Vertex Groups and Weights
Teaches mesh-to-armature parenting, automatic weights, and manual weight painting. Ensures deformations are clean and artefact-free before animation begins.
Lesson 5 • Inverse Kinematics Setup
Configures IK chains with target and pole bones for limb animation. Reduces keyframe count and produces anatomically correct limb motion automatically.
Chapter 5HideHide detailsSee detailsCharacter Animation Workflow
Character Animation Workflow
Lesson 1 • Run Cycles and Locomotion Variations
Adapts walk cycle techniques to run and sneak cycles with adjusted timing. Expands the animator's locomotion library for diverse character movement needs.
Lesson 2 • Pose Mode and Keyframing Characters
Covers Pose Mode selection, whole-rig keying, and pose copying tools. Establishes the character-specific keyframing workflow distinct from object animation.
Lesson 3 • Polishing and Refining a Shot
Applies curve smoothing, arc correction, and secondary motion to finalise a shot. Teaches the iterative review process used in professional animation pipelines.
Lesson 4 • Facial and Hand Animation
Animates facial shape keys and finger bone rigs for expressive performance. Adds the detail layer that elevates character animation from mechanical to emotional.
Lesson 5 • Building a Walk Cycle
Constructs a looping walk cycle from contact to passing poses using the Graph Editor. Applies timing and weight principles to produce a convincing bipedal gait.
Chapter 6HideHide detailsSee detailsCamera Animation and Cinematography
Camera Animation and Cinematography
Lesson 1 • Camera Tracking and Follow Rigs
Uses Track To constraints and parenting to keep cameras locked on moving subjects. Enables dynamic follow shots without manual re-keying of camera orientation.
Lesson 2 • Framing Rules and Shot Composition
Applies rule of thirds, headroom, and lead room to camera placement. Connects compositional theory to practical camera positioning decisions in Blender.
Lesson 3 • Multi-Camera Scenes and Switching
Sets up multiple cameras and uses the Scene Camera marker system for cuts. Prepares you to manage multi-angle productions within a single Blender scene.
Lesson 4 • Animating Camera Moves
Keyframes pan, tilt, dolly, and crane moves with smooth easing curves. Teaches purposeful camera motion that serves narrative rather than distracting from it.
Lesson 5 • Camera Setup and Lens Properties
Configures camera focal length, sensor size, depth of field, and clipping. Establishes the optical foundation that determines the visual language of each shot.
Chapter 7HideHide detailsSee detailsPhysics Simulations and Dynamics
Physics Simulations and Dynamics
Lesson 1 • Cloth Simulation Setup and Control
Configures cloth presets, pinning groups, and collision objects for fabric animation. Teaches parameter tuning to achieve specific fabric behaviours like silk or denim.
Lesson 2 • Particle Systems for Animation
Creates emitter and hair particle systems with animated emission and forces. Extends animation capability to crowd-scale effects and environmental elements.
Lesson 3 • Rigid Body Simulation Basics
Sets up active and passive rigid bodies with collision shapes and physics properties. Provides the foundation for object-collision animation without manual keyframing.
Lesson 4 • Fluid and Smoke Simulation Essentials
Configures Mantaflow domains for liquid and smoke with animated inflow objects. Introduces volumetric simulation baking and rendering within an animation pipeline.
Chapter 8HideHide detailsSee detailsRendering and Exporting Animations
Rendering and Exporting Animations
Lesson 1 • Render Engine Selection and Settings
Compares Eevee and Cycles engines for animation use cases and configures core settings. Enables informed engine choice based on quality, speed, and hardware constraints.
Lesson 2 • Batch Rendering and Farm Preparation
Covers command-line rendering, render slots, and preparing scenes for render farms. Equips you to manage large animation renders efficiently in studio pipelines.
Lesson 3 • Output Format and Resolution Settings
Configures resolution, frame rate, output path, and file format for render jobs. Prevents common output errors that waste render time in production environments.
Lesson 4 • Compositing and Post-Processing in Blender
Uses the Compositor node editor for colour grading, glare, and lens effects. Adds a post-processing layer that enhances visual quality without re-rendering.
Lesson 5 • Lighting for Animation Scenes
Sets up three-point lighting, HDRI environments, and animated light rigs. Ensures consistent, production-quality illumination across all frames of an animation.

Your valid completion certificate
This course is for you:
Hobbyist 3D artists: ready to move beyond static models into full animation.
Graphic designers: wanting to add motion and character work to their skill set.
Game developers: needing to produce animated assets and cutscenes independently.
Film students: looking to create animated shorts with professional-grade tools.
Career changers: aiming to break into the animation or VFX industry from scratch.
Illustrators: eager to bring their characters to life through movement and performance.
What our students say
Feedback from those who have already studied with us:
Your lessons are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to change platforms... I'm grateful for everything you do, I've already recommended you to other people...

I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.

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The platform is fast, simple to use. The diversity of content and complementary videos really help with learning.

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