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Game Development and Digital Media
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Character Modeling, Rigging, and Animation in Blender for Games

Character Modeling, Rigging, and Animation in Blender for Games

A practical course for professionals in the game development industry who want to build a solid Blender workflow for character creation, rigging, and animation. The agenda focuses on production minded methods that support clean topology, efficient rigs, readable animation, and smooth handoff into game pipelines. The course is designed to help participants move from character concept and mesh preparation to a rigged and animated game ready asset.

What will you learn?

You will learn how to create character meshes in Blender with topology and proportions that support deformation and animation. You will build practical rigs, apply skinning and weight painting methods, and animate characters with a clear understanding of motion, control, and export readiness. You will also see how character assets fit into real game pipelines, including optimization, naming, and delivery standards.

  • Build character models in Blender with topology suitable for rigging and deformation
  • Create practical armatures, controls, and skinning setups for game characters
  • Animate characters with clear posing, timing, and reusable motion workflows
  • Prepare character assets for export and integration into game development pipelines

Requirements:

  • Suitable for professionals in game art, technical art, animation, and related roles
  • Basic familiarity with 3D concepts is helpful
  • Prior Blender experience is useful, but the course is structured to support participants who are still building confidence in the tool

Course Outline*:

*We customize the course outline and content to your specific needs and relevant use cases.

Module 1: Blender workflow for game characters

  • Understanding Blender workspaces, navigation, collections, and scene organization for character work
  • Setting up reference images, scale, proportions, and naming conventions
  • Organizing files and objects so character assets remain readable across production stages
  • Positioning character work within a broader game art pipeline

Module 2: Character blockout and primary forms

  • Building the overall body and silhouette from simple forms
  • Working with proportion, mass, symmetry, and pose neutral setup
  • Using Blender modeling tools to establish clear readable forms
  • Moving from blockout to a cleaner character mesh without losing structure

Module 3: Topology for rigging and animation

  • Understanding edge flow around shoulders, elbows, knees, hips, neck, and face regions
  • Creating topology that deforms well under bending and twisting
  • Distinguishing sculptural detail from topology needed for animation
  • Identifying and fixing common topology problems before rigging begins

Module 4: Character mesh cleanup and asset preparation

  • Managing symmetry, mesh density, normals, and shading consistency
  • Separating body, clothing, hair, and accessory elements in a practical way
  • Preparing character meshes for UV work, texturing, and rigging stages
  • Reviewing the mesh for readability, deformation support, and production readiness

Module 5: Armatures and skeletal structure

  • Building a clear bone hierarchy for body, limbs, spine, hands, and head
  • Understanding root motion, control bones, deform bones, and clean naming
  • Matching the skeleton to gameplay and animation requirements
  • Structuring rigs so they remain usable for animation and export

Module 6: Rig controls and animator friendly setup

  • Creating practical control objects for posing and animation
  • Using inverse kinematics and forward kinematics where each is most useful
  • Setting constraints to improve control and consistency
  • Keeping rigs functional without making them unnecessarily complex

Module 7: Skinning and weight painting

  • Binding the mesh to the armature and understanding deformation influence
  • Weight painting methods for shoulders, hips, hands, face regions, and clothing
  • Diagnosing collapsing, stretching, and clipping issues during pose tests
  • Refining deformation so the rig supports believable motion and game use

Module 8: Facial setup and secondary rig considerations

  • Basic approaches to facial posing, blend shape style thinking, and simplified facial controls
  • Rigging considerations for hair, accessories, props, and layered clothing
  • Supporting secondary motion in a controlled and game aware manner
  • Deciding how far to rig based on gameplay needs, camera distance, and asset priority

Module 9: Animation principles in Blender for games

  • Posing characters clearly with attention to silhouette, balance, and line of action
  • Using timing, spacing, anticipation, and follow through in a game context
  • Blocking key poses before refining motion
  • Adapting animation detail to gameplay readability and technical constraints

Module 10: Creating reusable gameplay animations

  • Building core motion types such as idle, walk, run, turn, attack, and reaction cycles
  • Looping animation cleanly for in game use
  • Managing transitions and consistency across animation sets
  • Structuring animation files and actions for efficient reuse

Module 11: Polish, cleanup, and export readiness

  • Cleaning curves, adjusting timing, and improving motion clarity in the graph editor and dope sheet
  • Checking feet placement, contact points, arcs, and body overlap
  • Preparing rigs and animations for export with clean hierarchy and transforms
  • Avoiding common export issues related to scale, naming, constraints, and action handling

Module 12: Character assets in a production pipeline

  • Connecting modeling, rigging, animation, and engine integration into one workflow
  • Aligning assets with team standards for folders, naming, and review
  • Supporting collaboration between modelers, riggers, animators, and technical artists
  • Building a practical checklist for future character production work in Blender

Hands-on learning with expert instructors at your location for organizations.

5.922€*
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Level:
advanced
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Duration:
21
Hours (days:
3
)
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Training customized to your needs
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Immersive hands-on experience in a dedicated setting
*Price can range depending on number of participants, change of outline, location etc.

Master new skills guided by experienced instructors from anywhere.

4.587€*
Graph Icon - Education X Webflow Template
Level:
advanced
Clock Icon - Education X Webflow Template
Duration:
21
Hours (days:
3
)
Camera Icon - Education X Webflow Template
Training customized to your needs
Star Icon - Education X Webflow Template
Reduced training costs
*Price can range depending on number of participants, change of outline, location etc.

Upcoming Sessions

23-25 Jul 2026
Dublin
20-22 Aug 2026
Stockholm
21-23 Oct 2026
London
18-20 Nov 2026
Madrid
9-11 Dec 2026
Warsaw

Can't find a suitable date? Get in touch and we'll arrange one that works for you.