First thing I recommend is trying to get it to show your name[1] instead of the original authors initials.
[0] - http://fabiensanglard.net/rayTracing_back_of_business_card/
The CG Cookie tutorial especially: https://cgcookie.com/course/blender-basics/
It should give you an idea of the sort of animation you can expect to achieve in your first week. The only thing I didn't make myself was the wood texture.
Display "hacker news" "framebuffer" "rgba"
Projection "perspective" "fov" [45]
Translate 0 0 10
WorldBegin
Translate 0 -1 0
Rotate 120 -1 0 0
Geometry "teapot"
WorldEnd
Then check out the Steve Upstill book "The Renderman Companion", "Advanced RenderMan" by Tony Apodaca and Larry Gritz, and the spec[1] for reference.You can learn a lot of creative skills, geometry, animation, math, and technology from this simple interface. Note how rotations are in degrees, and commands are easily human readable. The interface was designed to be useable by people as easily as by software ("WorldBegin", cute and intuitive). Key things to remember when playing around with the RIB interface:
It's a 'right handed' coordinate system, so use your right hand to model the axis (perpendicular index finder, thumb, and middle finder form the axis). Put your thumb along the positive axis to visualize things like rotation. Above I use a negative 1 x axis (vector) to rotate 120 degrees so I can visualize the direction of rotation by pointing my right thumb to the right (negative x axis), and the direction my fingers curl is the direction of rotation.
The transformation hierarchy makes it easy to control and reason about transformations without resorting to matrix math. Use that to create easy to manipulate groups. The relevant commands are:
# parent object
TransformBegin
Translate x y z
Rotate angle x_axis y_axis z_axis
Scale x y z
Skew angle dx1 dy1 dz1 dx2 dy2 dz2
# child object
TransformBegin
# Translate x y z...
# ... invoke geometry
TransformEnd
TransformEnd
1: http://renderman.pixar.com/products/rispec/rispec_pdf/RISpec...Just make sure that you get recent tutorials - there is probably stuff from pre-2.5 Blender floating around that would be confusing to anyone using newer versions.
http://renderspud.blogspot.com/2012/04/basic-ray-tracer-stag...
Since you're learning the fundamentals of modeling, lighting, rendering, and animation, it really doesn't matter what software you start with (really, it doesn't). In-person classes are amazing for learning about anti-patterns as you work on your projects. For example, just learning to navigate the various modeling views can be very tricky for beginners--many of my students would start arranging objects in a perspective view, and it was easy to point out the flaws in that approach early and get them back on a better path.
Blender has a steep learning curve. Along the way I learnt some very basic modeling to build objects joining default shapes like Lego!!! That was Round 1 of learning and that gave me an insight into what I needed. I enjoyed it enough to want to learn further, with a 'different' full time day job.
Now, I am working my way through cg-masters video tutorials (warning: these are $$ not free), but worth the money. The order in which I work through these are: 1. Master It. Vol 1 & 2 fundamentals. 2. Character Creation Vol 1, 2, 3. 3. Environment Modeling & Texturing OR Environment & Animation All of the above at: http://www.cgmasters.net/training-dvds/
For character animation much recommended (again $$): 1. Animation Fundamentals from https://cgcookie.com/course/blender-animation-fundamentals/, I have the DVD of this, now it is only online I think.
Books I have referred to: 1. The first book I worked my way through: Blender Foundations (Roland Heiss) : http://www.amazon.com/Blender-Foundations-Essential-Guide-Le... 2. Browsed through: Beginning Blender and Tradigital Blender.
Now I would recommend: Blender MasterClass from NoStarch. I would recommend purchasing a paper copy of this book.
I have also been making notes of what I am learning through the cg-masters videos: https://bitbucket.org/dmsurti/learn-blender, snail like progress here, and no progress since Mar this year.
This was about books and videos. Don't forget the hardware. PLEASE buy a keyboard with a num-pad, I have the Logitech Solar which has this as also a great 3 button mouse, the Logitech Anywhere Mx. I have worked without this setup and it is a pain to work without these, in Blender.
This has been the way it has worked out for me. I hope it helps you figure your way out. It is a hard grind, but totally worth it, especially to keep the right brain happy and not starving, as we mostly do. And just like you I am doing this only for fun and not to change careers. Just trying to do the only right brain activity well.
I do agree that a 3-button mouse is super necessary, though a Wacom or equivalent tablet is a better bet in the long run (much better for sculpting, concepts and texturing) and less likely to wreck your fingers.
Then repeat the exercise with something more complicated.
Keep doing this relentlessly and you will get good surprisingly quickly.