http://www.kierantaylor.net/vids/array_anim.avi
This one uses the array modifier in Blender, it duplicates a single mesh to how many times you prefer. It then lets you animate and manipulate it, the movements and manipulations apply throughout the array without having to apply it to all the individual objects contained within it.
http://www.kierantaylor.net/vids/particle_paths.avi
This test uses a particle emitter mesh with Newtonian physics enabled and a bezier curve. The curve was used as a path which the physics particles emitted from the mesh follow along. The particles were set so they do not emit randomly, instead in a tight grouping from selected verts on the mesh, this created the particle beam effect that is going on! cool huh?
www.kierantaylor.net/vids/fluid_sim_2.avi
This one took absoutly ages to bake and render, but by adding more polys to the fluid it seems to react more like a liquid than the previous attempt. I kept it much more simple this time by having no mesh for the fluid to collide to apart from the domain which acts like container.
www.kierantaylor.net/vids/fluid_sim_1.avi
Simulating water or some other liquid takes ages, total render time about 2 hours including simulation baking. Yeah, well, the scene is some random mesh that I made that interacts with a volume of fluid that is poured on it like a tap. The results are OK but I think that the fluid could have a bit more complexity by having more polys.
www.kierantaylor.net/vids/particle_stream.avi
This short is an experiment exploring the particle animation and physics systems in Blender 3d. It uses a randomised emitter mesh to spawn the particles at slightly varying velocities. No fancy lighting or shading was used in this example, that is still to come in future posts…
www.kierantaylor.net/vids/bone_rig_test.avi
Using a mesh that i had previously made, I had a shot at rigging it with bones so that I could animate it. The figure does a sort of walk, but I am on the right track. A bit more practice and i should be able to get the walk to look more realistic.
Also I have been doing some experimenting with UV unwrapping, texture skinning and ambient occlusion. I should have some really nice results to post up soon…
www.kierantaylor.net/vids/build_test.avi
Alright people, here is an experimental animation using one of the images that I have previously created. It uses this function in blender called “build”, which when active, the current mesh is built up from the first poly to the last over a specified amount of frames.
Be warned I went a bit mad with the camera and it spins about a lot, so I accept no liability if your are motion sick everywhere 
www.kierantaylor.net/vids/oblongs_video.avi
This animation was done using an older 3d still picture that I create a while ago, for reference, this is the post about the still http://kierantaylor.net/1024×768-cuboids-and-trapezoids-background.
In this one, again I used the keyframe animation system in blender to move the camera around the scene looking at the objects from different angles.
www.kierantaylor.net/vids/flypass.avi
This 35 second 875 frame animation was done in Blender Last week. It uses a model that was created and by using keyframe animation I set the camera off moving around the object.
www.kierantaylor.net/vids/level1spin.avi
This was done last year sometime with the help of SdZ (over at level-1.org.uk) over a couple of evenings, we managed to come up with a new skull and crossbones logo for the level-1 site in Blender 3d. We then decided to animate it for good measure.