In this tutorial we create a simple earthworm model, rig, animate, texture, and export it. This is nearly the entire 3d modelling and animation pipeline. No one step is very complicated, but there are a lot of steps and details to learn about. If you are having difficulties be sure to complete the previous tutorials.
We begin by modelling the mesh in blender. The mesh is the geometry of the 3d model. Combined with the texture, this is the way our object statically appears before animation. In order to animate an object with multiple parts, suchs as a humanoid model with arms and legs, we create an armature to help use control the way the geometry is moving. This is also sometimes called a skeleton, and acts much the same way a skeleton does in real animals. We use the armature to animate the object, by positioning it and taking snapshots of where it should be called keyframes.
There is a lot to learn about every one of these steps, and some people only ever work on one step for most of their careers. By learning all of the parts of the pipeline in brief you will find it easier to pick them up later if you have to. It will also give you a better idea of what your teammates are up to and where they coming from.