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Setting up a master file to control the final grade for an entire project minimises time spend testing renders: a trick Red Cartel used on its animated short, Lighthouse: Most large animation projects require you to keep track of many individual shots and grade them consistently at the end. You can use the Blender sequencer and compositor to do this. First, start an empty .blend file. This will be your master file. Link in every scene you need from the individual .blend shot files and place them in order along the timeline of the sequencer in the master file. (This helps the editor, since the Blender sequencer produces an OpenGL version of each scene, making it easy to see the latest work from each scene in real time.) You can now set the look and feel for each section of the animation. Select a group of shots that must have the same visual properties, and group those nodes together inside the master file, calling the group ‘Master Comp’ or something suitably witty. Go to each of the original individual shot files and link back to the Master Comp group.

Like all 3d software, Blender is pretty complex and has thousands of features. No matter how long you’ve been using it, from time to time you’ll always find a new tool, shortcut or little trick that you didn’t know existed. I’ve been collecting that kind of tips for the last two years and posting them on my Instagram account Blender Daily. Here is a collection with 10 of my favourites. A really cool thing about Blender is, that it is constantly being updated. There’s a new version coming out four times a year with exciting new features and improvements. As awesome as this is, it also means that you always have to download new versions to stay up to date. But did you know, that this process can be automated? Install Blender from Steam or via the Microsoft Store and you’ll always get the newest version without having to manually reinstall. Another cool advantage of using Blender with Steam is the possibility to track the amount of hours you spend using Blender.

Never try to attack the entire model at once—instead, give each task your undivided attention. The more effort and focus that goes into every piece of the puzzle, the better everything’s going to end up. It’s next to impossible to master hard surface modeling without studying hard surfaces in their many forms—namely, in real life, as well as from photos and things that you read online. This includes not only using reference images but taking the time to make meaningful observations about stuff that you run into, even if it’s just something like the peeling yellow paint on an old steel banister. Structural details, mechanical details, and aesthetic design choices can all be fascinating to learn more about, and everything that you take in will inform your work greatly.

Setting up libraries of standard facial expressions speeds up your first lip sync pass: Pose Libraries are a great way to rough in animation, particularly for facial animation and lip sync. This is especially useful if your rig uses bones and drivers rather than exclusively relying on shape keys for phoneme shapes. I like to make a bone group for my lip sync controls and use those controls to create my phonemes. Each phoneme gets saved as a pose in my character’s Pose Library ([Shift]+[L]). When animating, select the bones in the lip sync bone group and press [Ctrl]+[L] to enter a library preview mode. You can then use your mouse’s scroll wheel or [Page Up]/[Page Down] to cycle through the poses in your library. Choose your pose and insert your keyframes. This works as your first rough pass on the lip sync to get the timing right. Read additional info at https://3darts.org/.