Become a 2D & 3D Animator
A practical beginner-to-advanced course in animation principles, drawing and storytelling, frame-by-frame animation in Krita, 3D production in Blender, character performance, rigging, rendering, sound, and portfolio delivery. Complete original 2D and 3D capstones through guided studio assignments.
- Duration: 24 weeks
- Modules: 12
- Fee: Rs 4,999 (about Rs 833 a month on EMI)
- Field: Design & Creative
Roles this track prepares you for
- Become a 2D & 3D Animator
Curriculum
- Animation Foundations and the Twelve Principles - Create three motion studies and an annotated principles breakdown.
- Animation Roles, Pipelines, and Tool Choices
- Frames, Timing, Spacing, and Exposure
- Squash, Stretch, and Anticipation
- Staging, Arcs, and Secondary Action
- Follow-Through, Overlap, and Slow In and Out
- Pose-to-Pose, Straight Ahead, Solid Drawing, and Appeal
- Drawing, Story, and Preproduction - Produce a character sheet, storyboard, timed animatic, and bounded production brief.
- Gesture, Construction, and Perspective
- Character Design, Model Sheets, and Consistency
- Story Beats, Intent, and Visual Storytelling
- Storyboarding, Composition, and Camera Language
- Animatics, Scratch Audio, and Shot Timing
- Scope, Asset Lists, References, and Production Planning
- Krita and the Frame-by-Frame Workflow - Create and export a short coloured animation with organised source files.
- Set Up Krita, Files, Canvas, and Brushes
- Timeline, Animated Layers, Keyframes, and Holds
- Onion Skinning, Rough Poses, and Breakdowns
- Cleanup, Line Quality, and Consistent Volumes
- Colour, Backgrounds, Layers, and Compositing
- Preview, Image Sequences, Audio, and Video Export
- 2D Motion and Body Mechanics - Submit a ball study, walk cycle, and believable lift or jump shot.
- Animate a Bouncing Ball with Weight
- Pendulums, Drag, and Overlapping Action
- Build and Check a 2D Walk Cycle
- Run, Jump, Landing, and Contact
- Lift, Push, Pull, and Balance
- Animate Effects, Loops, and Motion Accents
- 2D Character Acting and Polish - Create a character shot with readable intent, consistent drawing, and documented revision.
- Posing, Facial Expression, and Eye Direction
- Acting Beats, Thought, and Emotional Change
- Dialogue, Mouth Shapes, and Lip Sync
- Head Turns, Perspective, and Foreshortening
- Polish Arcs, Contacts, Volumes, and Timing
- Review and Revise a Complete 2D Character Shot
- Blender Foundations and Scene Construction - Build an organised Blender scene and a short keyed motion study.
- Blender Interface, Navigation, Modes, and Files
- Transforms, Origins, Parenting, and Units
- Collections, Cameras, Scene Organisation, and Assets
- Keyframes, Timeline, Dope Sheet, and Playback
- Graph Editor, Interpolation, and Motion Curves
- Grease Pencil and Combining 2D with 3D
- Modeling and UVs for Animation - Deliver a simple character asset with deformation-friendly structure and checked UVs.
- Block Out Forms and Maintain Proportions
- Topology, Edge Flow, Normals, and Deformation
- Modifiers, Subdivision, and Controlled Detail
- Build a Simple Animation-Ready Character
- UV Seams, Unwrapping, and Distortion Checks
- Validate Geometry, Scale, Names, and Asset Handoff
- Materials, Lighting, and Rendering - Light and render a short scene with consistent exposure and a recoverable image sequence.
- Materials, Shader Nodes, and PBR Concepts
- Textures, Colour Spaces, and Colour Management
- Light Shape, Value, Mood, and Readability
- Camera, Lens, Depth, and Composition
- Render Engines, Samples, Noise, and Test Renders
- Render Sequences, Transparency, and Delivery Settings
- Rigging and Deformation - Create and test a simple character rig with usable controls and deformation checks.
- Armatures, Rest Pose, Pose Mode, and Controls
- Binding, Vertex Groups, and Weight Painting
- Inverse and Forward Kinematics
- Constraints, Spaces, Targets, and Rig Dependencies
- Facial Controls, Shape Keys, and Expression Tests
- Rig Testing, Contact, Range, and Handoff
- 3D Animation and Character Performance - Create a walk cycle and an acting or body-mechanics shot with a clear revision history.
- Reference, Key Poses, and Blocking
- 3D Ball Motion, Weight, and Curve Control
- 3D Walk and Run Cycles with Ground Contact
- Lifts, Pushes, Jumps, and Centre of Mass
- Acting Beats, Eyes, Facial Animation, and Dialogue
- Spline, Polish, Arcs, Contacts, and Final Review
- Advanced Shots and Production - Assemble a reviewed shot with controlled effects, sound, versioned assets, and delivery checks.
- Shot Layout, Camera Animation, and Continuity
- Actions, Reuse, Nonlinear Animation, and Version Limits
- Cloth, Rigid Bodies, Caches, and Controlled Effects
- Render Planning, Quality, Performance, and Recovery
- Compositing, Editing, Sound, and Colour Continuity
- Naming, Versions, Feedback, Rights, and Team Delivery
- Capstone Studio and Professional Portfolio - Deliver original 2D and 3D shorts, source packages, breakdowns, a showreel, and a skills plan.
- Scope Two Original Animation Capstones
- Produce the 2D Short from Animatic to Polish
- Produce the 3D Shot from Asset to Performance
- Critique, Prioritise, and Revise Both Projects
- Export, Check, Package, and Deliver Both Projects
- Build a Showreel, Case Studies, and a Skills Plan
Frequently asked questions
How long is the Become a 2D & 3D Animator course?
It runs for 24 weeks, with 12 modules. It is self-paced online learning from EasySkill Career Academy, Surat.
How much does the Become a 2D & 3D Animator course cost?
The fee is Rs 4,999, or about Rs 833 a month on EMI.
What will I build in Become a 2D & 3D Animator?
Every module ends in a graded practical task that AI checks in about 30 seconds, so you finish with a portfolio you can show to employers or clients.
Which roles does Become a 2D & 3D Animator prepare me for?
It prepares you to apply for roles such as Become a 2D & 3D Animator. It does not guarantee a job or income.
Can I learn online, or do I have to visit a centre?
You can learn fully online. EasySkill also has centres in Adajan, Vesu and Bhestan, Surat, if you prefer to visit.
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