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        <dc:date>2025-08-21T09:44:34+00:00</dc:date>
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        <title>animating</title>
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        <description>Animations

The hotkey i inserts keyframes. It does not have the same menu when pressed over the layout view or over the timeline.

It's possible to use g to grab a keyframe or selection of keyframes and move them along the timeline.

Same works for</description>
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        <title>export-runtime</title>
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        <description>Exporting for Real-Time Engines

Scene Categories

Objects in the scene fall into three groups:

Static scenery

	*  books
	*  static bottles
	*  clutter
	*  merged per section

Dynamic visual actors

	*  emissive potion liquids
	*  magical orbs

Hero props</description>
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        <title>geo-nodes</title>
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        <description>Geometry Nodes

Setup

Enable Node Wrangler add-on.

Set Spacebar to search.

Set the maximum Undo steps to 256.

It can be useful to have a large graph section in the middle and the Viewport and Spreadsheet in a column on the left.

Fundamentals

Selecting an object and clicking on</description>
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        <title>grease-pencil</title>
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        <description>Grease Pencil

Introduction

When going for a 2D grease pencil animation start with a 2D animation file instead of a default file.

Drawing with the Grease pencil actually draws in the 3D space, but looks at it through the camera. Adjusting either the camera or the shapes (scale) can modify what and how you see on the canvas.</description>
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        <dc:date>2025-09-12T07:19:22+00:00</dc:date>
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        <title>modeling</title>
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        <description>Modeling

	*  Topology

Method

Reference

Before starting a composition compile reference images and make a basic sketch of the final composition in terms of disposition and arrangement. 

----------

Boxing shapes

Start by boxing out the different elements with very rough primitive shapes until the entire composition is boxed out.</description>
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        <dc:date>2025-06-02T19:23:56+00:00</dc:date>
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        <title>rendering</title>
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        <description>Rendering

Eevee vs Cycles

Cycles is a Ray based renderer while Eevee is a screen based renderer.

Eevee tries to keep things as simple as possible and kind of flat while cycles is trying to be as realistic as possible. 

Eevee is a real-time renderer</description>
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        <title>rigging</title>
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        <description>Rigging

Skeletons are made of bones, which are composed of a tail, a body and a head.

Bones can be extruded out of tails of other bones with E while in Edit mode. Alternatively, you can scale up a bone and then subdivide it to break it down into multiple bones.</description>
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        <title>shading</title>
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        <description>Shading / Textures

PBR (Physically Based Rendering) are best rendered with Cycles render engine. The material reacts to the environment and lighting in a physically realistic way. 

HDRi textures can be used on the World shader to bring lighting to the scene.</description>
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        <title>start</title>
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        <description>3D Modeling

These notes apply to 3D Modeling with Blender 3D.

Sections

	*  Modeling

	*  Geometry Nodes

	*  Shading / Textures

	*  Rendering

	*  Rigging

	*  Animations

	*  Grease Pencil

	*  Exporting for Real-time Engines

Useful Add-ons

	*  Extra Meshes : Gives access to more primitives in the Add Menu (SHIFT + A)

	*  Rigify : Very handy for rigging humanoidss or basic animals</description>
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