I have a cartoon character (a lion) that is part of my business logo that I want to put into Blender and animate it somehow. Is there any way I can take a flat picture (JPEG) and transform it into a 3D image and then animate it in Blender?

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    $\begingroup$ Hi, of course, there is a way, but not "few clicks solution". You need make 3D model manually. Or you can animate them as 2D image. Given the fact how you asked, you are no every experienced about graphics, so you can prepare to few months of learning and gain experiences. Because as I wrote: there is no work for few clicks and explain everythig from modeling, throught materials, animation and rendering to compositing is for a book or series of tutorials. $\endgroup$
    – Shubol3D
    Sep 18, 2016 at 20:36
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    $\begingroup$ If you are starting with blender please look at this page of resources for blender $\endgroup$
    – user1853
    Sep 19, 2016 at 1:15
  • $\begingroup$ Thank you so much, I DO have some knowledge of how graphics work but I was wondering if someone here at the Blender forums has found a way to configure vectors for a single dimension image to be transformed into a multi-dimensional image, I do believe it is possible, just haven't figured it out yet. I work with graphics all the time, so, to me, this would be awesome to figure out. I also have a program called Muvizu for animation which is an awesome program but they do not have the option to submit your own images for characters. I will keep on looking for more tips for Blender. $\endgroup$ Sep 19, 2016 at 1:38

2 Answers 2


You may do it using the Transformers add on. It'll transform every flat textured plane into 3d model.
enter image description here

Activate it in User Preferences. Then go to a Tool Shelf and choose a desired transform option. enter image description here


There's no such way to do it fast. If you manage to invent a tool that may do such thing automatically you'll be probably a millionaire :). While there's a very simple way to transform 3d model into 2D image (using e.g. shapekeys), reverse process is impossible (at least right now :)).

As @Shubol3D said there are no shortcuts. You'll have to master a lot of skills to create your lion model. It's very time consuming process, so if you like to save it I suggest you to go to Blenderartists.org forum and make a paid job offer there. There are a lot of super talented people, who may do it for you.

But if you still want to do it by yourself...

Here are some ultra basic 3d model production steps:

First of all get familiar with this topic: Resources for Blender It's super useful for the blender beginners.


You should start from setting up the reference images for modelling:

First add a cube. Use Toggle Quad View option (Ctrl+Alt+Q) to split the screen into quarters and set separate background images for each one. Adjust their positions, so they fit the cube position in Top, Front and Right 3D views. enter image description here

To make the modeling workflow faster use a Mirror Modifier:

Divide the cube into two identical parts with Ctrl+R and delete one half of it (X). Add a Mirror Modifier to it. Now you may model just one half of the mesh and the other one'll behave symmetrical.

Enter Edit Mode and start modeling basing on the background images you set:

There are few buttons which are very helpful in modeling: G- for grabing/translating vertices, edges and faces, S- for scaling them, R- for rotating, E for extruding and F for filling the holes. You may also subdivde the desired faces using Ctrl+R shortcut.

Start with extruding the cube to create a basic shape that fits the background drawings. Then subdivide it successfuly to add more and more geometry and details. enter image description here

Thanks to quad view you may control the shape of the mesh in every view at once. Fit it to the background drawings as accurately as you can. enter image description here

Finally you may add a Subsurf Modifier to make your model smooth. Go to the Modifiers header, activate it, set the desired subdivision levels and smooth it even more with Smooth shading option in Edit panel of the Tool Shelf. enter image description here

I think that in your case this tutorial may be a good start: https://www.youtube.com/watch?v=6mlGT6T9bfQ It shows how to create a 3D animal model based on the 2D images.


To unwrap your model properly you may need to make seams for it:

Select the edges you want to put the seams on and press Ctrl+E-->Mark Seam. Now select the whole mesh (A) and press U-->Unwrap. enter image description here

Now you want to put the texture on your model. Though there are many methods to do it, I prefer the texture painting with Stencil method:

Select your model, set up the shading type to Texture and go to Texture Paint mode. Add a new Paint Slot-->Diffuse Color in a Tools bookmark of a Tool Shelf (T). Add a new texture in the Texture panel on the left, then go to the Texture header on the right, select Brush and open a texture, which will be used as a stencil for painting. Paint the texture and save it. enter image description here

Now add a material to the object and assign a newly created image texture/textures to it:

Go to the Material header and add a new material (click New button). enter image description here

IN BLENDER INTERNAL: Go to Texture header to assign a texture to it. Add a new texture, set its type to Image or Movie. In Influence panel check the Color checkbox. Set the viewport shading to Texture to display it on model. enter image description here

IN CYCLES RENDER: Go to Node Editor, check the Use Nodes checkbox and set up nodes as pictured below. enter image description here

Basic tutorial showing how to UV unwrap an animal model and apply a texture to it: https://www.youtube.com/watch?v=p4ngVoGIj1Q


Now you have to construct the rig (skeleton) and parent it with your model:

Add a single bone (Shift+A-->Armature-->Single Bone) and extrude it (E) in Edit Mode creating a skeleton. Limbs can be mirrored from one side to other using Ctrl+M command. enter image description here

When your skeleton is ready you may you may parent your mesh with it. In Object Mode select your model, then your armature and press Ctrl+P-->With Automatic Weights. It'll automatically create specific vertex groups for the specific bones. enter image description here

Finally you can animate your bones:

Select a bone in Pose Mode, translate it using R,G or S and press I to keyframe it. Go to the next frame on the Timeline, translate it again and keyframe again. Press Alt+A to play the animation. Adjust your keyframes spacing in Dope Sheet Editor. Control every aspect of your animation using curves in Graph Editor. enter image description here

Very, very basic tutorial showing how to make the skeleton for your animal and how to animate it: https://www.youtube.com/watch?v=Kr6-_NT_olo

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    $\begingroup$ that first gif is awesome. $\endgroup$
    – David
    Sep 19, 2016 at 0:38
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    $\begingroup$ Will the addon also make auto-rigging and export to youtube with a single mouse click? $\endgroup$
    – user1853
    Sep 19, 2016 at 1:14
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    $\begingroup$ Pack your things boys, this site can now officially be closed. Possibly one of the best answers of BSE ever. This basically answers every question about Blender ever made in the past, or that may still rise in the foreseeable future. $\endgroup$ Sep 19, 2016 at 2:49
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    $\begingroup$ @Duarte Farrajota Ramos LOL. $\endgroup$
    – Paul Gonet
    Sep 19, 2016 at 16:35
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    $\begingroup$ @ARadish I've just scaled (S-->0) Suzanne, then did some tweaks to create a rectangular plane, keyframed the shape key and textured it (Project from View). Then animated the transition between textured diffuse and color diffuse shaders. $\endgroup$
    – Paul Gonet
    Sep 19, 2016 at 16:36

Use Photoscan,and if it didn't turn out like you wanted then you can use the shapes to make it,but I reccomend using MakeHuman or the Manuel Bastioni Laboratory. I'm making a FNaF fan game with human characters,and when I finally found out about this,I used the sliders to make the character exactly like I wanted to. This is your answer. But if it's a lion you're talking about,I highly recommend that you use reference images to sculpt the anatomy of the lion without mane first,then you model it using the sculpture as a base,then use the Subdivision.

The Subdivision Surface modifier will increase the polygon number,I also recommend you to use image textures from the internet to trace the shape and for symmetry,use a mirror modifier for one side,then when you apply it,swap the weights with their opposites. Then you can detach a limb,one by one and parent it to the armature set with Automatic Weights. Then add mane using hair particles and go to the Blender Guru's site to learn how to make realistic fur.

  • $\begingroup$ Why is everybody down-voting me? $\endgroup$ Jul 7, 2017 at 2:25

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