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DOMAIN 03

Motion Graphics & Cinematics

Camera, color, edit-rhythm, and continuity fundamentals first - then real-time engines, VFX, and AI-assisted post that prove out in finished, shippable shots.

26 skills 71 activities 28 free resources levels 3 → 9

0 of 26 skills marked done · saved on this device

Where do I start?

Start where the work stops being trivial and stops being impossible. That's your tier — jump in below.

Foundation tier

Know it, name it, reproduce it. Lowest cognitive load - worked examples first.

L3 · Basic Application 4 activities

Drone Cinematography

Aerial vantage points add production value, but safety, regulation, and composition gate whether the footage is usable.

Walk away with: TRUST completion certificate OR a checklist doc citing the specific FAA rules (400 ft, VLOS,...

Read the FAA recreational/Part 107 rules and complete the free TRUST recreational safety test (or summarize the Part 107 limits if you cannot fly), then write a one-page pre-flight legality + safety checklist for your area.

Exercise constraints

Free FAA resources only; cite altitude limit, line-of-sight, and airspace authorization rules.

You walk away with

TRUST completion certificate OR a checklist doc citing the specific FAA rules (400 ft, VLOS, controlled-airspace auth).

Storyboard and capture three classic drone moves (reveal/tilt-up, orbit, top-down) of a single subject, replicating a tutorial's framing.

Exercise constraints

One location, one battery, under 90 minutes; keep within VLOS and legal altitude.

You walk away with

3 labeled clips matched to a 3-panel storyboard, each annotated with the move name and intended emotional beat.

Edit the three moves into a 20-30s aerial sequence with a deliberate cut rhythm, then write a short critique of what reads as cinematic vs. drone-demo footage.

Exercise constraints

Free NLE (DaVinci Resolve free or Shotcut); no speed-ramp gimmicks unless they serve the shot.

You walk away with

Exported 20-30s sequence + 150-word critique naming one composition win and one fix.

Re-shoot the weakest of the three moves applying your critique (better start/end framing, slower speed, cleaner horizon) and present a before/after.

Exercise constraints

Same subject and gear; change only framing/speed, not location.

You walk away with

Side-by-side before/after clip + two-sentence note on the specific change and why it improved.

Working tier

Apply it to your own project without a guide; debug under constraint.

L4 · Real-World Use 3 activities

Storyboarding & Shot Planning

A shot plan forces composition and continuity decisions before the expensive parts (shooting, animating) begin.

Walk away with: 6-8 annotated panels beside screenshots of the source shots they replicate.

Recreate a 6-8 panel storyboard from a 30-second scene of an existing film/ad, matching shot size, angle, and movement annotations.

Exercise constraints

Pen-and-paper or free template; one evening; note lens/move per panel.

You walk away with

6-8 annotated panels beside screenshots of the source shots they replicate.

Plan an original 30-second sequence: write a shot list with shot size, angle, movement, and purpose for each shot, then draw matching boards.

Exercise constraints

Maximum 8 shots; every shot must justify its existence in one phrase.

You walk away with

Shot list + storyboard for an original idea, with a decision log explaining 3 key framing choices.

Stress-test the plan for continuity: mark the 180-degree line, eyeline matches, and screen direction across the boards; flag and fix any violations.

Exercise constraints

Annotate directly on the boards; cite the continuity rule each fix addresses.

You walk away with

Revised board set with continuity annotations + a short note on each violation caught.

L4 · Real-World Use 3 activities

Title Design & Kinetic Typography

Type in motion must stay readable and on-rhythm; legibility and hierarchy beat flashy animation.

Walk away with: 5-10s kinetic type clip matching the tutorial, with the project structure documented.

Recreate a kinetic-typography exercise from the School of Motion tutorial series (precompose, layer markers, sync text to audio beats).

Exercise constraints

After Effects (trial) or a free alternative; 1 short phrase; follow the tutorial steps.

You walk away with

5-10s kinetic type clip matching the tutorial, with the project structure documented.

Design an original lower-third + title card for a fictional brand, animating in/out with a clear type hierarchy and one restrained motion idea.

Exercise constraints

Two type sizes max; animation under 1.5s in/out; no more than two easing styles.

You walk away with

Exported lower-third + title clip and a decision log on hierarchy, timing, and readability.

Repair an over-animated title: take a busy example (or your own), cut animation count by half, and justify each remaining motion against readability.

Exercise constraints

Keep duration identical; reduce, do not add.

You walk away with

Before/after pair + note mapping each removed effect to the readability problem it caused.

L4 · Real-World Use 3 activities

Video Editing (NLE Operation)

The cut is where timing, continuity, and story logic become real; tool fluency is table stakes, judgment is the skill.

Walk away with: Exported tutorial timeline + notes on 3 keyboard-driven edits you now do without the mouse.

Complete the DaVinci Resolve free 'Cut/Edit page' training chapter, rebuilding the example timeline and exporting it.

Exercise constraints

Free Resolve + the official training files; follow the guided project exactly.

You walk away with

Exported tutorial timeline + notes on 3 keyboard-driven edits you now do without the mouse.

Cut an original 30-second edit from your own or free-stock clips with a defined intent (e.g., build tension), choosing cut points on action/beat.

Exercise constraints

30s hard cap; no templates; justify every cut point.

You walk away with

Exported 30s edit + decision log listing why each cut lands where it does.

Debug a broken export: deliberately mis-set frame rate / codec / resolution, diagnose the artifacts, then produce a correct delivery and document the spec.

Exercise constraints

Free NLE; record the wrong vs. right settings and the visible symptom of each.

You walk away with

Before/after exports + a delivery-spec checklist (container, codec, fps, resolution, color range).

L5 · Solid Control 3 activities

2D Motion Graphics (After Effects)

Animation principles (timing, easing, anticipation) separate polished motion design from jittery template work.

Walk away with: Recreated clip + annotated timeline screenshot mapping principles to keyframes.

Recreate a guided explainer-style animation (shape layers + keyframe easing) from a free tutorial and document each animation principle used.

Exercise constraints

AE trial or free alternative; under 10s; label timing/easing choices.

You walk away with

Recreated clip + annotated timeline screenshot mapping principles to keyframes.

Build an original 10-15s lower-third + icon animation pack for a fake product, controlling spacing/timing to feel deliberate.

Exercise constraints

Reusable comp structure; no purchased templates.

You walk away with

Exported clip + a decision log on easing curves and timing offsets.

Take a clip that 'overanimates' and produce a restrained variant: fewer moving elements, clearer focal hierarchy, same message.

Exercise constraints

Cut moving elements by 50%; keep runtime constant.

You walk away with

Before/after pair + notes on what each removal fixed.

L5 · Solid Control 3 activities

360 Video Production

Immersive video changes the rules of framing, stitching, and viewer attention; bad stitches and ignored sightlines break presence.

Walk away with: Reframed 16:9 clip + notes on where you directed viewer attention and why.

Study a free 360 stitching/editing workflow and reframe a sample equirectangular clip into a flat 16:9 'overcapture' shot with intentional reframe keyframes.

Exercise constraints

Free Insta360 Studio (or free stock 360 footage); document the reframe path.

You walk away with

Reframed 16:9 clip + notes on where you directed viewer attention and why.

Plan and shoot/source an original short 360 scene, then write a 'viewer perspective' map of what is in front/behind and how you guide the eye (audio cue, motion, light).

Exercise constraints

One scene; address the 'where is the camera operator / tripod' problem.

You walk away with

Stitched 360 clip + perspective map doc covering attention guidance and seam placement.

Diagnose and repair a visible stitch/parallax error in a 360 clip; compare optical-flow vs. template stitching modes and pick the right one.

Exercise constraints

Free stitching tool; show the seam before and after.

You walk away with

Before/after seam crops + note on which stitch mode fixed it and the tradeoff.

L5 · Solid Control 3 activities

3D Animation Techniques

Keyframe craft and the 12 principles make 3D motion read as intentional weight and timing, not float.

Walk away with: Rendered bounce loop + graph-editor screenshot annotated with squash/stretch and easing.

Do the bouncing-ball + weight exercise in Blender (squash/stretch, timing, ease) following the Manual's animation/graph-editor sections.

Exercise constraints

Blender (free); single object; tune the F-curves by hand.

You walk away with

Rendered bounce loop + graph-editor screenshot annotated with squash/stretch and easing.

Animate an original 5-second pendulum/tail or simple prop action demonstrating follow-through and overlapping action.

Exercise constraints

No mocap; keyframed; under 5s.

You walk away with

Rendered clip + decision log naming the principles applied per keyframe block.

Repair a 'floaty' animation: identify missing weight/ease and re-time it, then present before/after with graph-editor evidence.

Exercise constraints

Change timing/curves only, not the staging.

You walk away with

Before/after render + F-curve comparison and a note on the timing fix.

L5 · Solid Control 3 activities

Cinematography & Camera Operation

Composition, lens choice, and movement are the grammar that makes a shot tell story; tools change, grammar doesn't.

Walk away with: 5 labeled stills next to their references + note on focal-length/angle intent.

Replicate five canonical shot types (wide, medium, close, OTS, insert) of one subject, matching reference frames from a film.

Exercise constraints

Any camera incl. phone; one location; match the reference framing.

You walk away with

5 labeled stills next to their references + note on focal-length/angle intent.

Shoot an original 20-30s sequence using one deliberate camera move (dolly/pan/handheld) motivated by the action, plus varied shot sizes.

Exercise constraints

One move type; coverage must cut together cleanly.

You walk away with

Edited 20-30s sequence + decision log on movement motivation and lens choices.

Reframe a weak shot under constraint: re-stage composition (rule-of-thirds, headroom, lead room) and compare to the original.

Exercise constraints

Same subject/lens; fix only framing.

You walk away with

Before/after stills + note citing the composition rule each change applied.

L5 · Solid Control 3 activities

Color Grading & Correction

Grading sets mood and enforces shot-to-shot continuity; without scopes and a calibrated eye it drifts.

Walk away with: Graded clip + scope screenshots before/after primaries.

Complete the DaVinci Resolve color-page primary correction lesson (balance, contrast, scopes) on the training footage.

Exercise constraints

Free Resolve + training files; read the waveform/parade scopes, not just the picture.

You walk away with

Graded clip + scope screenshots before/after primaries.

Match two shots filmed under different lighting into a continuous look, then build a stylized secondary grade on top.

Exercise constraints

Free Resolve; use a still/reference wipe to verify the match.

You walk away with

Before/after shot-match pair + the stylized graded result and a note on the match method.

Repair a broken grade (crushed blacks / blown highlights / skewed skin tones), diagnosing it on scopes and producing variants for two moods.

Exercise constraints

Keep skin tones on the vectorscope skin line; document each fix.

You walk away with

Before/after + two mood variants + scope-based problem notes.

L5 · Solid Control 3 activities

Editing for Narrative & Continuity

Story logic, pacing, and invisible continuity are what make an edit feel inevitable rather than assembled.

Walk away with: Edited beat + annotated timeline noting each continuity decision.

Re-cut a provided/own coverage set of a short dialogue or action beat to maintain eyeline, screen direction, and matched action across cuts.

Exercise constraints

Free NLE; respect the 180-degree line; mark match-on-action points.

You walk away with

Edited beat + annotated timeline noting each continuity decision.

Cut the same footage two ways to produce two different emotional readings (tense vs. calm) by changing pacing and shot order only.

Exercise constraints

Identical clips; change only duration/order/transitions.

You walk away with

Two exported cuts + a note on which pacing levers created each feeling.

Repair a continuity error you find in your own edit (jump cut, crossed line, mismatched action) and explain the fix.

Exercise constraints

Document the violated rule and the chosen repair (insert, cutaway, reframe).

You walk away with

Before/after clip + note naming the rule and repair technique.

L5 · Solid Control 3 activities

Pre-visualization & Animatics

Previs/animatics test timing, camera, and action cheaply before committing to full production.

Walk away with: Animatic export + a timing sheet (panel -> seconds) and rationale.

Turn a storyboard into a timed 2D animatic in a free NLE: hold each panel for its intended duration with scratch audio.

Exercise constraints

Free NLE; timing must reflect the real intended edit rhythm.

You walk away with

Animatic export + a timing sheet (panel -> seconds) and rationale.

Block a low-detail 3D previs in Blender: grey-box set, simple camera moves, and a timed camera cut sequence for one scene.

Exercise constraints

Blender (free); primitives only; focus on camera timing, not detail.

You walk away with

Rendered previs playblast + note comparing planned vs. actual shot durations.

Iterate the previs after a timing problem surfaces (a beat drags or a move is unreadable); produce v2 and log what changed.

Exercise constraints

Change camera/timing only; keep the blocking.

You walk away with

v1/v2 previs pair + change log tied to the specific timing problem.

L5 · Solid Control 3 activities

Rendering Optimization & Workflow

Render time is a production budget; optimizing samples, denoising, and scene assets without trashing quality is real craft.

Walk away with: Benchmark table (setting -> render time -> visible quality note) + the optimized frame.

Benchmark a Blender scene: render at default, then optimize samples + denoiser + light bounces and record time vs. quality deltas.

Exercise constraints

Blender (free); keep a fixed reference frame; change one variable at a time.

You walk away with

Benchmark table (setting -> render time -> visible quality note) + the optimized frame.

Write a reusable render checklist/template (output specs, color management, naming, denoise, overwrite/version policy) and apply it to a real render.

Exercise constraints

Must be tool-agnostic enough to hand to someone else.

You walk away with

Render checklist doc + a render that demonstrably followed it.

Diagnose a render bottleneck (noise, fireflies, slow geometry/texture) and fix it, comparing before/after time and artifacts.

Exercise constraints

Identify the cause before changing settings; document the hypothesis.

You walk away with

Before/after frames + render-time comparison and a root-cause note.

L5 · Solid Control 3 activities

Stop-Motion & Experimental Animation

Frame-by-frame physical animation teaches incremental timing and patience that translate to all animation craft.

Walk away with: Short stop-motion test + note on frame spacing and the timing it produced.

Follow the free Dragonframe tutorials to shoot a bouncing-ball or simple-object stop-motion test with onion-skinning.

Exercise constraints

Dragonframe trial (or phone stop-motion app); locked-off camera; consistent lighting.

You walk away with

Short stop-motion test + note on frame spacing and the timing it produced.

Produce an original 5-10s stop-motion or experimental (paper cutout, pixilation) piece with a clear single idea.

Exercise constraints

Tripod/locked camera; manual exposure; under 10s.

You walk away with

Exported clip + a note on shooting on ones vs. twos and why.

Repair flicker/jitter in your test (exposure drift or uneven spacing) and present a stabilized re-shoot.

Exercise constraints

Lock white balance/exposure; document the cause of the flicker.

You walk away with

Before/after clip + note on the exposure/lighting fix.

Advanced tier

Teach it, template it, ship it under real constraints.

L6 · Advanced Control 2 activities

Animation Scripting & Expressions

Expressions/scripts replace tedious keyframing with procedural, parameter-linked motion that scales and stays editable.

Walk away with: Project with 3-4 documented expressions + a one-line explanation of each.

Recreate the canonical AE expressions from the docs (wiggle, time, linear/ease, pickwhip linking) and document what each parameter does.

Exercise constraints

AE trial; follow the official expression examples; comment each expression.

You walk away with

Project with 3-4 documented expressions + a one-line explanation of each.

Build a reusable expression-driven rig (e.g., a control null that drives several layers' position/opacity) and template it for reuse.

Exercise constraints

One master control; no hand keyframes on the driven layers.

You walk away with

Reusable project/template + short writeup of the control scheme others could adopt.

L6 · Advanced Control 3 activities

Compositing & Chroma Keying

Believable layering depends on clean keys, edge/spill handling, and matching grain/light - not just pulling a matte.

Walk away with: Composited shot + matte/alpha screenshot and a note on despill/edge settings.

Pull a green-screen key in Fusion (inside free DaVinci Resolve) or Natron: despill, refine edges, and integrate onto a new background.

Exercise constraints

Free tool; show the matte channel, not just the comp.

You walk away with

Composited shot + matte/alpha screenshot and a note on despill/edge settings.

Integrate the keyed element convincingly: match black levels, add a light wrap/edge blend, and unify grain between plate and element.

Exercise constraints

No background swaps mid-task; document each integration step.

You walk away with

Integrated shot + before/after of the integration passes (grade match, light wrap, grain).

Write a short keying/integration checklist or mini-tutorial others can follow, then prove it on a second clip.

Exercise constraints

Checklist must cover key, despill, edges, integration, grain.

You walk away with

Reusable checklist + a second composited shot built from it.

L6 · Advanced Control 3 activities

HDR Video & Color Management

Color-managed pipelines (ACES/OCIO) keep HDR consistent camera-to-display; getting transforms wrong silently ruins everything downstream.

Walk away with: Color-managed project + a diagram/notes of the transform chain (input -> working -> output).

Set up an ACES 2.0 / OCIO-managed project in DaVinci Resolve (or Blender) and read the ACES Central + OCIO docs on input/output transforms.

Exercise constraints

Free Resolve or Blender; document the IDT/ODT chosen and why.

You walk away with

Color-managed project + a diagram/notes of the transform chain (input -> working -> output).

Grade one clip and deliver both an SDR (Rec.709) and an HDR (PQ/HLG) master from the same color-managed timeline, comparing the two.

Exercise constraints

Free Resolve; verify on scopes; note nit targets for the HDR deliverable.

You walk away with

SDR + HDR exports (or scope captures) + a note on trim/tradeoffs between them.

Diagnose and fix a color-management mistake (wrong IDT, double transform, clamped values) and document the symptom-to-cause mapping.

Exercise constraints

Reproduce the error first, then correct it.

You walk away with

Before/after frames + a note explaining the wrong vs. correct transform.

L6 · Advanced Control 3 activities

Lighting for Film & Video

Light shapes mood, depth, and clarity; three-point fundamentals and motivated lighting beat throwing more fixtures at a scene.

Walk away with: Two lit stills + a lighting diagram and the ratio used for each mood.

Build a three-point lighting setup (key/fill/back) on one subject following No Film School's guide; vary key-to-fill ratio for two moods.

Exercise constraints

Any controllable lights incl. practicals/lamps; diagram each setup.

You walk away with

Two lit stills + a lighting diagram and the ratio used for each mood.

Light an original short scene with motivated lighting (a practical or window justifies the key) and write what mood/story the light supports.

Exercise constraints

Light must be motivated by something in-frame.

You walk away with

Lit clip/stills + lighting diagram and a motivation note.

Repair a flat or muddy lit shot: add separation/contrast and re-shoot, comparing to the original with a diagram.

Exercise constraints

Same subject; change only lighting positions/intensities.

You walk away with

Before/after stills + revised diagram and a note on the separation fix.

L6 · Advanced Control 2 activities

Motion Capture Techniques

Mocap is only as good as its cleanup and retargeting; raw capture has jitter, foot slide, and skeleton mismatches to solve.

Walk away with: Retargeted animation playblast + note on the source-to-rig mapping.

Capture a short clip with free Rokoko Vision (webcam/video), export FBX, and retarget it onto a Blender character/rig.

Exercise constraints

Free Rokoko tier + Blender; document the retarget bone mapping.

You walk away with

Retargeted animation playblast + note on the source-to-rig mapping.

Clean up the captured data: fix foot slide, smooth jitter, and fix one obvious pose error on the retargeted result.

Exercise constraints

Keep the performance intent; document each cleanup pass.

You walk away with

Before/after clip + a cleanup log (jitter, foot lock, pose fix).

L6 · Advanced Control 3 activities

Motion Tracking & Match Moving

Match-moving lets CG sit locked in live footage; weak tracks/solves make added elements swim and break the illusion.

Walk away with: Tracked/solved clip with a locked CG cube + screenshot of the solve error value.

Follow Blender's Motion Tracking docs to track a handheld clip, solve the camera, set scene orientation, and place a simple 3D object that stays locked.

Exercise constraints

Blender (free); 8+ good tracks; report the solve error.

You walk away with

Tracked/solved clip with a locked CG cube + screenshot of the solve error value.

Add a 2D screen-replacement or sign track in Natron/Fusion and integrate replacement art that follows perspective.

Exercise constraints

Free tool; corner-pin or planar track; show it holds through movement.

You walk away with

Screen-replacement shot + note on the tracking method and any slip fixed.

Diagnose and repair a failing track/solve (drift, jitter, high error): re-place markers, reject bad tracks, re-solve, and compare.

Exercise constraints

State the cause before re-solving; lower the reported error.

You walk away with

Before/after solve-error numbers + locked-element comparison clip.

L6 · Advanced Control 3 activities

Particle Simulations & Dynamics

Particle FX (smoke, sparks, abstract) live or die on physics parameters and timing; defaults rarely look natural.

Walk away with: Rendered particle loop + parameter notes (count, lifetime, force, gravity).

Build a basic particle system in Blender (emitter -> forces -> lifetime) following the Manual's particles section and render a short loop.

Exercise constraints

Blender (free); one force field; document the key parameters.

You walk away with

Rendered particle loop + parameter notes (count, lifetime, force, gravity).

Create an original effect (sparks, dust, or abstract motion-graphics particles) tuned for natural movement and timing.

Exercise constraints

Tune at least 3 physics params deliberately; under 6s.

You walk away with

Rendered effect + decision log on parameter choices and their visual result.

Repair an unnatural sim (too floaty, too uniform, dies wrong) by adjusting forces/randomness and compare before/after.

Exercise constraints

Change physics params only; document cause and fix.

You walk away with

Before/after render + note mapping each param change to the behavior it fixed.

L7 · Expert 2 activities

Character Rigging & Animation

A rig is the interface for performance; good deformation and controls let animators convey weight and emotion, bad ones fight them.

Walk away with: Rigged file + a pose-test turntable/clip showing acceptable deformation, plus a weights note...

Rig a simple biped/limb in Blender (armature, weight paint, IK/FK) following the Manual's rigging sections, then test deformation through a pose range.

Exercise constraints

Blender (free); one limb/biped; verify clean weights on extreme poses.

You walk away with

Rigged file + a pose-test turntable/clip showing acceptable deformation, plus a weights note.

Animate a short weighted action (a step, lift, or reach) on your rig that reads emotion/intent, documenting it as a small case study with the constraints you hit.

Exercise constraints

Keyframed performance; identify and fix one deformation/control limitation that surfaced.

You walk away with

Animated clip + case-study note: rig constraint encountered, tradeoff, result.

L7 · Expert 2 activities

Matte Painting & Digital Set Extension

Set extensions must match perspective, lighting, and atmosphere of the plate; a mismatch in any one reads as fake instantly.

Walk away with: Final set-extension shot + a breakdown of plate vs. painted layers and the perspective/light...

Extend a real photographed environment with a digital matte (2.5D projection or painted layers), matching horizon line, perspective, and light direction to the plate.

Exercise constraints

Free tools (Blender for projection, Natron/Fusion for comp); document the lighting match.

You walk away with

Final set-extension shot + a breakdown of plate vs. painted layers and the perspective/light match.

Add atmospheric integration (haze, depth fade, matched grain) and present a case study of how you sold the extension under its constraints.

Exercise constraints

Show the seam line handling between real and painted.

You walk away with

Before/after with atmosphere pass + a short tradeoff writeup.

L7 · Expert 2 activities

Physics Simulations (Cloth, Fluids)

Cloth/fluid/rigid-body sims add realism but are sensitive to scale, substeps, and collision settings; instability is the default failure.

Walk away with: Rendered cloth + fluid/rigid clips + a settings table (substeps, quality, collision, sim tim...

Run a Blender cloth sim (flag/cloth drape over a collider) and a basic fluid or rigid-body test, tuning substeps/quality and reporting stability vs. time.

Exercise constraints

Blender (free); correct real-world scale; document collision + substep settings.

You walk away with

Rendered cloth + fluid/rigid clips + a settings table (substeps, quality, collision, sim time).

Repair an unstable sim (cloth exploding, fluid leaking through collider, jitter): isolate the cause (scale/substeps/collision margin) and present a stable result as a case study.

Exercise constraints

Diagnose before re-running; keep render time reasonable.

You walk away with

Before/after clips + root-cause note and the corrected settings.

Frontier tier

Fuse across domains and extend the field. Earned, not entered.

L8 · Cross-Domain Mastery 2 activities

Virtual Production Techniques

Real-time engines + camera tracking + LED/green-screen put final pixels on set; it only works when cinematography and engine pipeline judgment combine cleanly.

Walk away with: Recorded engine viewport of the virtual set with camera move + notes on the tracking/ICVFX c...

Prerequisite chain

Assumes Cinematography & Camera Operation and 3D-engine familiarity (Unreal). Build a previs/animatics base and a tracked/composited shot first; LED-wall hardware is optional - the green-screen + camera-tracking path is fully doable free.

Complete Epic's free 'Welcome to Virtual Production' learning path and the In-Camera VFX Quick Start, then build a small virtual set with a tracked (or simulated-track) camera move in Unreal.

Exercise constraints

Free Unreal Engine + Epic learning content; document the ICVFX/tracking setup.

You walk away with

Recorded engine viewport of the virtual set with camera move + notes on the tracking/ICVFX configuration.

Produce a green-screen-to-Unreal previs shot: shoot/source a plate, track it, and composite a live element into the virtual environment as an integrated case study.

Exercise constraints

Free pipeline (Resolve/Fusion or Natron + Unreal); match perspective and lighting.

You walk away with

Integrated virtual-production previs shot + a breakdown of the on-set-style pipeline and its tradeoffs.

L8 · Cross-Domain Mastery 2 activities

Visual Effects (CGI Integration)

Seamless CGI integration is the convergence skill: tracking, lighting/shadow match, render, and comp all have to agree with the plate.

Walk away with: Final integrated VFX shot + a breakdown reel (track, lighting match, passes, comp) and a not...

Prerequisite chain

Assumes Compositing & Chroma Keying, Motion Tracking & Match Moving, and 3D rendering. Do a locked match-move and a clean key first; this activity chains them into one integrated shot.

Integrate a rendered CG element into live footage end-to-end: match-move the camera, light the CG to the plate (HDRI/matched key), render with shadow/AO passes, and composite with grain/grade match.

Exercise constraints

Free pipeline (Blender + Natron/Fusion); deliver multi-pass (beauty, shadow, AO) and show the matched light direction.

You walk away with

Final integrated VFX shot + a breakdown reel (track, lighting match, passes, comp) and a note on what sold or broke the illusion.

Write a production-style case study: state the shot's constraints (plate limits, time), the integration tradeoffs you made, and the measurable result (review notes addressed).

Exercise constraints

Honest tradeoff documentation; tie each choice to the plate's reality.

You walk away with

Case-study writeup + the final shot, framed as a portfolio-grade VFX integration.

L9 · Visionary 2 activities

AI-Assisted VFX & Editing

AI accelerates roto, cleanup, upscaling, and generative tasks - but weak camera/color/edit/continuity judgment makes AI-assisted work look cheap; the visionary move is a defensible, provenance-tracked method.

Walk away with: Finished shot + AI-vs-human comparison + a provenance/process log (tool, settings, source, r...

Prerequisite chain

Assumes solid Video Editing, Compositing, and VFX Integration. Treat AI as one node in a human-judged pipeline; the fundamentals (camera, color, edit rhythm, continuity) still gate quality. Track provenance and rights for every generated/processed asset.

Build an AI-assisted post task with full human critique and provenance: use a free/built-in AI feature (e.g., Resolve Magic Mask roto, Roto Brush, or an upscaler) on one shot, then hand-finish it, logging where AI helped vs. where human judgment was required.

Exercise constraints

Free/built-in AI features; record prompt/process log + source and rights of any generated asset; compare AI-only vs. human-finished.

You walk away with

Finished shot + AI-vs-human comparison + a provenance/process log (tool, settings, source, rights, manual fixes).

Publish a small method/framework: a documented, repeatable AI-assisted workflow (with quality gates and a fundamentals checklist) others can follow, demonstrated on a finished artifact.

Exercise constraints

Method must encode the fundamentals-over-shortcut ethos and a rights/provenance step; publish as a forkable doc or repo.

You walk away with

Public workflow doc/repo + the artifact it produced + a rubric for judging AI-assisted output quality.

Free Resource Library

Everything Here Opens. No Cost to You.

28 curated, free-to-open references. Filter by what you need.

Blender Manual (latest) Docs

Canonical reference for modeling, animation, rigging, physics, compositing, motion tracking, and rendering.

docs.blender.org/manual/en/latest
DaVinci Resolve Training Docs

Free official training videos + downloadable PDF books and project files; editing, color, Fusion VFX, Fairlight audio.

blackmagicdesign.com/products/davinciresolve/training
Unreal Engine Virtual Production docs Docs

Real-time cinematics, LED-wall ICVFX, camera tracking, virtual sets.

dev.epicgames.com/documentation/en-us/unreal-engine/virtual-production-in-unreal-engine
After Effects User Guide & Release Notes Docs

Current AE capabilities, Roto Brush, expressions, motion-graphics features.

helpx.adobe.com/after-effects/desktop/what-s-new/release-notes-after-effects.html
OpenColorIO documentation Docs

Open color-management standard underlying ACES workflows across Resolve, Blender, Nuke, AE.

opencolorio.org
Blender Tool

Free, open-source full 3D/VFX/compositing suite; Community Edition now does AMD GPU rendering.

blender.org
DaVinci Resolve (free tier) Tool

Pro-grade editing + color + Fusion VFX + audio, free version is fully usable for learning and delivery.

blackmagicdesign.com/products/davinciresolve
Natron Tool

Free open-source node-based compositor (OpenFX), Nuke/AE-like; rotoscoping, keying, tracking.

natrongithub.github.io
Kdenlive Tool

Free open-source NLE built on FFmpeg/MLT; multitrack editing and effects.

kdenlive.org/en
Shotcut Tool

Free open-source cross-platform NLE; wide format support via FFmpeg.

shotcut.org
Rokoko Vision (free) Tool

Free browser webcam/video AI motion capture; FBX export on the free tier.

rokoko.com/products/vision
Dragonframe (trial) Tool

Industry-standard stop-motion capture; free trial + free official tutorials.

dragonframe.com
Blender Tutorials hub Course

Official curated learning entry point to Blender Studio and community courses.

blender.org/support/tutorials
Unreal Engine - free film & TV courses Course

Free virtual-production and filmmaking learning paths on the Epic Developer Community.

unrealengine.com/en-US/blog/free-unreal-engine-courses-and-learning-content-for-film-and-tv
No Film School Course

Free articles on cinematography, lighting, editing, and continuity craft.

nofilmschool.com
StudioBinder Blog Course

Free guides + templates for shot lists, storyboards, and lighting setups.

studiobinder.com/blog
fxguide Course

Free VFX technical breakdowns, compositing/tracking deep dives, and industry analysis.

fxguide.com
School of Motion blog Course

Free motion-design and AE tutorials (kinetic typography, animation principles).

schoolofmotion.com/blog
r/vfx Community

Working VFX-artist community; pipeline, comp, and integration discussion.

reddit.com/r/vfx
r/blender Community

Largest free-tool 3D/VFX community; critique and help threads.

reddit.com/r/blender
r/editors Community

Professional NLE/editing community; workflow, codecs, narrative cutting.

reddit.com/r/editors
Blender Artists forum Community

Long-running Blender forum for feedback, WIP, and technical help.

blenderartists.org
Epic Developer Community Community

Unreal tutorials, forums, and virtual-production learning paths.

dev.epicgames.com/community
ACES Central forum Community

Color-pipeline practitioners discussing ACES/HDR implementation.

community.acescentral.com
ACES Central Spec

Academy Color Encoding System: the interchange standard for color/HDR mastering and archiving.

acescentral.com
OpenColorIO Configs for ACES (GitHub) Spec

Official ACES 2.0 Studio/CG OCIO configs (v4.0.0 / aces-v2.0).

github.com/AcademySoftwareFoundation/OpenColorIO-Config-ACES/releases
FAA - Become a Drone Pilot (Part 107) Spec

US regulatory standard for commercial drone operation; TRUST test for recreational flyers.

faa.gov/uas/commercial_operators/become_a_drone_pilot
After Effects expression language reference Spec

Canonical JavaScript expression API reference for AE scripting/automation.

helpx.adobe.com/after-effects/desktop/work-with-expressions/expression-language-reference/expression-language-reference.html