Blender Curriculum 2.0 User Guide
Blender Curriculum 2.0 User Guide
0 User Guide
Welcome to the CG Cookie Blender Curriculum 2.0. This curriculum is designed to help
anybody start implementing a 3D Modeling and Animation program in a classroom setting, using
Blender Software.
Blender is a constantly changing program that CG Cookie strives to keep up to date with. This
curriculum is designed and is being prepared with that in mind. Our first Blender 3D
curriculum was designed around a 90 hour set course and is still available as a viable
curriculum depending on your use-case. It has been included within this download. The
idea around this updated version (2.0) is a curriculum that is broken down into flexible Units and
Lessons. The Units and Lessons will be updated as the software Blender changes versions and new
content is released from CG Cookie content is released from CG Cookie.
Pro Tip: While this curriculum is designed to be paired with CG Cookie content, it also
contains key concepts that are important for anybody pursuing a career in 3D Graphics
and Animation. This curriculum is designed to get instructors started and comfortable
using Blender in any classroom setting from Junior High to College.
No classroom environment is the same, nor do all students learn the same way. We have
designed this curriculum to help you to get the most out of CG Cookie courses while at the
same time give you the flexibility to build a 3D Modeling and Animation program that supports
your individual classroom environment needs.
Unit 2-4 are designed around CG Cookie’s paid content. CG Cookie loves working with schools
and offers significant discounts for educators. For more info go to this link.
Each UNIT has a set of LESSONS that are designed to build on each other that leads to a final
unit assessment.
Each Lesson contains the following sections.
CG Cookie Videos
The video the instructor should use within each lesson.
Key Training
The major focus of this lesson in bullet form.
E.g. Post a question up on the marker board for students to begin thinking about or
answer as they get settled.
E.g. Students fill out a quick online survey at the end of the class about what they
learned before they leave the class.
Learning Targets
Learning targets in student friendly language that you can post in the classroom.
Extended Learning Activity
In this area you’ll find some ideas for extended learning opportunities.
Rubric
Each lesson contains a grading rubric. These rubrics can be used while assessing
students progress in class.
Standards
The standards are Framework Cross Reference. This curriculum is part of a defined
framework. This framework is a collection of standards, objectives, and indicators used for
industry and professional certification. This framework can be helpful when it comes to
getting your course approved through your local or state agency. Each lesson has been
cross-referenced to this framework. A complete list of standards are at the end of this document.
Unit Assessments
At the end of each unit, assessment ideas are integrated within the end of each unit.
Continuing Projects
There are three continuing projects. Each projects starts from the Blender Basics videos
and builds on it. Here is a brief overview of the projects.
After the start activity, give a short intro to the lesson, and then have the students watch and
practice with the video. Give the students the option to practice while watching the video or to
watch the video, then practice.
While students are working on the lesson, be available to answer questions. Watch to see if
students are struggling with anything while practicing. Once the students are done watching the
video, review key learnings, and go over anything you see the majority of students struggling
with.
Leave the last few minutes of class for a Exit Ticket and structured free time. Let the students
play with Blender and try new things on their own. You will most definitely have a student that
wants to create something; this is the time for them to work on it. As the class progresses,
slowly increase this time.
There are several ways to have student show proof of work, such as:
● Have the student create a render image and submit to a student drive, their CG
Cookie account, or another way of submitting files.
● Have the student take a screenshot of their Blender file. I use this when I want to
make sure students are getting that lesson’s concepts or as a quick proof of
completed work.
● Using a screenshot instead of having students submit a blend file is a time saver
when it comes to grading.
● As students are working on lessons or projects, document completion of tasks on
a rubric.
● Encourage students to upload render images or models to their CG Cookie
account. On http://cgcookie.com they can obtain peer feedback. Be sure to check
party site.
with your district regulations on requiring students to upload to a 3rd
● Give a quick demonstration on how and where to save Blender files. Show the
students how to change to camera view by using the Hotkey: Numpad 0. Show
student how to make a quick render by using the Hotkey: F12 and saving it as a
PNG file by using the Hotkey: F3.
Suzanne Drill
Sometimes, it’s a good idea to start the class with a Suzanne drill, a version of Simon Says
with the computer. This drill is designed to get students comfortable and proficient with
Blender. I usually introduce this drill as part of learning the Blender Interface. Part of the drill is
switching between saying the hotkey and a description of what you want done.
This is how the drill works: Have the students start a Blender file. Remind them to use one hand
on the keyboard and one hand on the mouse. Then say the command that you have been
focusing on in the class. Switch it up by changing from the actual hotkeys to only a description
of what you want done. Walk around the classroom and observe students. Do this for about 5
minutes. Don’t worry about results, remind students that this is for fun and for practice. As you
wrap up the drill, introduce the new commands students are about to learn.
● Have projects and assignments available for students to work on while they are
rendering long images or animations. These assignments should not be
computer intensive. Some of the assignments I have ready are things such as
creating a storyboard, researching the history of animation or 3D modeling, and
researching a command or process.
● Have a few extra computers in the classroom designated as render computers.
Require students to only use those computers for rendering. Have a rendering
request form with settings. Have top students be render managers. You can also
set these computers up as a render farm.
● Accept student’s files as if they had rendered it. Give them credit if the file is
setup right to be rendered. Great for when in a time crunch, or when close to
grading time.
● Set your classroom computers up as a render farm. CG Cookie has two great
tutorials on setting up a render farm, which can be found here: https://CG
Cookie.com/tutorial/setting-up-a-renderfarm and here: https://CG
Cookie.com/tutorial/rendering-a-single-frame-faster-with-multiple-computers.
Standard 6: Rendering
• Objective 1: Rendering terminology
o Indicator 1: Know Rendering terminology
o Indicator 2: Identify parts of the 3D application interface used in rendering
• Objective 2: Apply the mechanics of rendering
o Indicator 1: Output different file types
o Indicator 2: Output appropriate resolutions and destinations
o Indicator 3: Use appropriate naming conventions
o Indicator 4: Adjust shadow and lighting
o Indicator 5: Make adjustments to improve render time
o Indicator 6: Make adjustments to improve render quality
o Indicator 7: Balance render time and render quality
o Indicator 8: Make adjustments for rendering multiple animation frames
• Objective 3: Apply camera effects
o Indicator 1: Adjust Aspect Ratio/Film Back
o Indicator 2: Change setting and modifying camera views: Staging and
Manipulating, Truck, Pan, Zoom, Dolly.
Standard 7: Compositing
• Objective 1: Compositing terminology
o Indicator 1: Know composing terminology
o Indicator 2: Identify parts of the 3D application interface used in compositing
• Objective 2: Apply compositing
o Indicator 1: Use render layers and passes
o Indicator 2: Combine render layers and passes
o Indicator 3: Organize render layers
• Objective 3: Apply treatments
o Indicator 1: Add treatments to create photo realistic renderings
o Indicator 2: Create a motion blur filter
o Indicator 3: Create a depth of field filter