Free Ebook cover Blender Basics for Animation: The First Week Roadmap

Blender Basics for Animation: The First Week Roadmap

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10 pages

Blender Basics for Animation: Cameras, Shot Composition, and Motion Paths

Capítulo 8

Estimated reading time: 8 minutes

+ Exercise

Camera Fundamentals for Animated Shots

In animation, the camera is part of the performance. A good camera setup makes your subject readable, your motion clear, and your shot feel intentional. In Blender, you’ll typically work with one active camera per shot, adjust its lens (focal length), and animate its transforms (location/rotation) to support the action.

Key camera terms you’ll use in Blender

  • Active Camera: the camera Blender renders from.
  • Focal Length (Lens): controls field of view. Lower values feel wider; higher values feel tighter and more compressed.
  • Camera View: what the camera sees; used for framing and shot design.
  • Safe Areas: guides for keeping important action away from edges (useful for readability and cropping).
  • Lock Camera to View: lets you move the camera by navigating in the viewport while looking through it.

Step 1 — Set a Shot Size (Choose Lens + Framing Intent)

Before you animate anything, decide what kind of shot you’re making. This determines how close the camera is, what lens you choose, and how much background you include.

Common shot sizes (practical defaults)

Shot sizeTypical useLens starting point
Wide / EstablishingShow environment and staging18–28mm
MediumClear action and body language35–50mm
Close-upFocus on face/object detail50–85mm

Rule of thumb: prefer changing camera distance for framing first, then fine-tune with focal length. Extreme wide lenses can distort edges; very long lenses can flatten depth.

Add a camera and make it active

  • Add a camera: Shift + A > Camera.
  • Make it the active camera (if needed): select it and press Ctrl + Numpad 0.
  • Look through the camera: Numpad 0.

Adjust focal length

Select the camera, go to Camera Properties (camera icon) > Lens > Focal Length. Start with 35mm for a natural, flexible look, then adjust based on shot size.

Step 2 — Frame a Subject (Camera View Navigation, Safe Areas, Lock to View)

Framing is about clarity: where the viewer looks, what they notice first, and how the subject reads against the background.

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Navigate in camera view

  • Enter camera view: Numpad 0.
  • Pan/Orbit/Zoom as usual (your navigation settings apply), but by default you are moving the viewport, not the camera.

Enable “Lock Camera to View” (fast framing workflow)

While in camera view:

  • Open the sidebar: N.
  • Go to View tab > enable Lock Camera to View.
  • Now navigate (orbit/pan/zoom) and you are directly moving the camera.

Tip: Turn this off after framing to avoid accidentally drifting the camera while reviewing animation.

Use safe areas for readability

Safe areas help keep important action away from the edges where it can feel cramped or get cropped in different displays.

  • In camera view, open Viewport Overlays (two circles icon) > enable Safe Areas.
  • Keep key features (face, hands, prop) comfortably inside the inner guides.

Composition checks you can apply immediately

  • Headroom: avoid too much empty space above the subject unless intentional.
  • Lead room: if the subject faces/moves to one side, leave more space in that direction.
  • Silhouette clarity: avoid tangents where the subject’s outline merges with background shapes.

Step 3 — Animate a Simple Camera Move (Push-in or Pan)

Subtle camera motion can add energy and focus, but it should support the subject rather than compete with it. You’ll animate the camera’s transforms: location and rotation.

Choose the move

  • Push-in: camera moves closer to the subject (often increases intensity or emphasis).
  • Pan: camera rotates left/right to follow or reveal.

Practical setup: a 2-second move

Set your timeline to a small range for testing (example: 48 frames at 24 fps = 2 seconds). Use any subject in your scene (character, prop, or simple object) as the framing target.

Keyframe a push-in (step-by-step)

  1. Go to frame 1.
  2. Select the camera.
  3. In camera view, frame the subject for the starting composition.
  4. Insert keyframes for camera transforms: press I and choose Location Rotation (or LocRot).
  5. Go to frame 48.
  6. Move the camera slightly forward toward the subject (small change is usually enough). If you’re in camera view, you can enable Lock Camera to View temporarily and zoom in gently.
  7. Insert another Location Rotation keyframe.

Practical scale: try a push-in that changes framing by about 5–15% (for example, from medium to slightly tighter medium). If it feels “floaty,” reduce the distance change.

Keyframe a pan (step-by-step)

  1. Go to frame 1, select the camera, insert Location Rotation.
  2. Go to frame 48.
  3. Rotate the camera slightly on Z (or the appropriate axis depending on your camera orientation) to reframe the subject.
  4. Insert Location Rotation again.

Pan tip: keep the horizon/verticals stable unless you intend a tilt. Small rotation changes (a few degrees) often read better than large swings.

Camera Aim with a Target (Clean, Controllable Framing)

Instead of manually rotating the camera to keep the subject centered, you can use a target object so the camera always “looks at” something. This is especially useful for push-ins, follow shots, and maintaining consistent composition.

Create a target object

  • Add an Empty: Shift + A > Empty > Plain Axes.
  • Place the Empty at the subject’s point of interest (for a character, often the upper chest or head).
  • Name it clearly (e.g., CAM_Target).

Aim the camera at the target (Track workflow)

With the camera selected, add a tracking constraint so it always points at the target.

  • Select the camera.
  • Go to Constraints (chain icon).
  • Add Track To.
  • Set Target to your Empty (CAM_Target).
  • Set To axis to -Z (common for cameras) and Up to Y. If the camera flips, try different Up axis settings.

Why this helps: you can animate the camera’s location (push-in, truck, crane) while the aim stays stable, reducing unwanted drift and making the move feel intentional.

Add subtle camera motion without distracting

  • Micro drift: a tiny sideways move over the shot can add life (keep it minimal).
  • Ease into the move: avoid starting/stopping abruptly; the camera should feel like it has weight.
  • Keep the subject readable: if the move causes the subject to hit safe area edges, reduce the move or adjust target placement.

Motion Paths (Validate Smooth Movement, Arcs, and Spacing)

Motion Paths draw a trajectory line showing where an object (or control) travels over time. They’re a fast way to check whether movement is smooth, whether arcs are clean, and whether spacing is consistent. This is useful for both character controls and camera moves.

What to look for in a motion path

  • Arc quality: organic motion often follows clean arcs rather than sharp corners.
  • Spacing: the distance between path points indicates speed (wider spacing = faster movement).
  • Unwanted bumps: sudden kinks can reveal accidental keyframe offsets or unintended direction changes.

Create a motion path for an object or control

  1. Select the object you want to inspect (camera, Empty target, or an animated control).
  2. Go to Object menu > Motion Paths > Calculate (or use the Motion Paths panel if visible in your context).
  3. Set the frame range if prompted (use your shot range, e.g., 1–48).

Tip: If you adjust animation after calculating, recalculate the motion path to update it.

Use motion paths to validate your camera move

For a push-in with a tracking target:

  • Calculate a motion path on the camera to confirm it travels smoothly (no sudden lateral bumps).
  • Calculate a motion path on the target Empty if it’s animated, to ensure the aim point moves cleanly.

For a pan (mostly rotation), the camera’s location path may be minimal; instead, check the target framing in camera view and ensure the move doesn’t cause edge hits or jitter.

Quick troubleshooting with motion paths

Problem seen in motion pathLikely causePractical fix
Kink or sharp cornerUnintended direction change between keysAdjust the middle key position or reduce lateral movement
Uneven spacing (speed pops)Timing mismatch or abrupt accelerationShift key timing slightly; smooth the move by reducing extremes
Path drifts sideways during push-inCamera not moving straight toward targetMove camera along its local axis; verify target placement and tracking

Mini Workflow: Shot Setup to Validation (Repeatable Checklist)

1) Set shot size

  • Decide wide/medium/close.
  • Pick a starting focal length (e.g., 35mm) and adjust.

2) Frame the subject

  • Enter camera view (Numpad 0).
  • Use Lock Camera to View to frame quickly.
  • Enable Safe Areas and keep important action inside.

3) Animate a push-in or pan

  • Keyframe Location Rotation at start and end.
  • Keep the move subtle and readable.

4) Validate with motion paths

  • Calculate motion paths on the camera (and target if used).
  • Check arcs and spacing for smoothness and consistency.
  • Recalculate after changes.

Now answer the exercise about the content:

When blocking a subtle 2-second camera push-in, what workflow best keeps framing intentional and the motion smooth?

You are right! Congratulations, now go to the next page

You missed! Try again.

A push-in is animated by keyframing camera transforms (Location Rotation), keeping the move subtle for readability, and validating smooth movement with motion paths (arcs and spacing). Recalculate motion paths after edits.

Next chapter

Blender Basics for Animation: Lights for Readable Animation and Simple Materials

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