Blender 3D Animation: Introduction to Abstract Looping Animations | Isaiah Cardona | Skillshare
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Blender 3D Animation: Introduction to Abstract Looping Animations

teacher avatar Isaiah Cardona, Art Director & Motion Designer

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      2:17

    • 2.

      Class Overview

      2:05

    • 3.

      Modeling Abstract Shapes

      5:03

    • 4.

      Looping Animation

      4:19

    • 5.

      Blender Nodes Setup

      2:29

    • 6.

      Creating Node System

      6:17

    • 7.

      Lighting Scene

      2:14

    • 8.

      Rendering

      5:37

    • 9.

      Class Project

      1:02

    • 10.

      Final Thoughts

      1:42

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About This Class

Unlock the creative potential of Blender 3D and delve into the mesmerizing world of abstract animations in this introductory class. Whether you are a beginner or an experienced 3D artist, this course will guide you through the process of creating stunning and unique abstract animations using Blender, a powerful and versatile 3D software.

What you'll learn:

  1. Modeling Abstract Shapes: 
    • Discover Blender's modifier tools to craft intricate abstract geometries.
  2. Materials and Textures:
    • Dive into the world of materials and textures in Blender.
    • Set up nodes network to enhance the visual appeal of your animations.
  3. Animation Techniques:
    • Explore keyframe animation in Blender.
    • Learn to animate looping animations.
  4. Lighting and Rendering:
    • Learn simple lighting and rendering techniques to bring your animations to life.
  5. Compositing:
    • Discover the art of compositing in Blender.
    • Enhance your animations with simple effects and visual polish.

What you'll make:

You will create your own abstract looping animation. And I'll show you how to have fun with it and really customize your animation to your personal taste.

Prerequisites:

Basic familiarity with Blender is recommended, but not required. This course is designed to accommodate beginners as well as those with some prior experience in 3D modeling and animation.

Who Should Attend:

  • 3D artists seeking to expand their creative toolkit.
  • Animators interested in exploring the realm of 3D animation.
  • Graphic designers looking to integrate 3D abstract elements into their work.

By the end of this class, you'll have the skills and confidence to create captivating abstract animations using Blender 3D, allowing you to express your artistic vision in a unique and visually stunning way.

Other fun animation classes to checkout:

Looking for more inspiration? Head here to discover more classes on 3D Animation.

Meet Your Teacher

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Isaiah Cardona

Art Director & Motion Designer

Teacher

I'm a senior art director based in the United States with several years of experience in the advertising industry. In my work, I solve client problems using various design, illustration, and motion design skills. And I'm known for bringing an energetic and playful style to illustration and animation projects. Outside of work, I enjoy teaching students design and motion skills through Skillshare classes and tutorials on YouTube. If you're interested in exploring new creative skills, then follow me here on Skillshare.

Youtube | Tiktok | Instagram

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Level: Intermediate

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Transcripts

1. Introduction: Three D animation grows in popularity every day as programs like Blender have made it easier for users to take their animations to the next level. In this class, I will be showing you how to make a looping abstract three D animation. Hi, I'm Isaiah Cardona, and I'm a Senior Art Director and online teacher. And I love telling stories through animation. And I have several years of experience working at advertising agencies that create video projects, ranging from animate explainer videos to social content and broadcast commercials. Today we will be diving into some powerful features of blender to create a customizable animation. And I've designed this class for intermediate blender users that are already familiar with the program and are wanting to dive into animation. However, I will be walking you through every step of the process, from creating a file to rendering out your final animation. I will also be providing some helpful resources, including a class guide in my final working file. Throughout this class, we will be covering multiple topics, including modeling abstract shapes. How to customize the appearance of our objects using blender nodes and material properties. As well as how to set up your looping animation. And lastly, I will show you how to light and render your animation. Plus, throughout this process, I will also be showing you different techniques and examples for customizing your animation. You can create personalized animations that you'll be excited to share with the world. All you need is a computer and blender software. As a teacher with several animation classes, it's important to make animation accessible to everyone. Which is why I'm teaching this class with Blender, which is a free and open source three D program. If you're ready to create an awesome abstract animation, then let's get started. 2. Class Overview: Welcome to my class, I'm so excited to have you here. Your class project is to make a looping three D abstract animation. You have complete freedom to follow my example or create something super personalized by playing with the different customization techniques. I've broken down the class into simple sections allowing you to progress through the process. We will walk through modeling your abstract shape, how to loop your animation, how to customize the appearance using nodes and material properties, and then walk through setting up lighting. Lastly, how to render your animation. Throughout these different sections. I will show you examples of how you can customize these techniques to personalize your animation. This way you gain a strong understanding of these blender techniques as well as how you can apply them to any animation application you want. For this class, you'll need a computer and blender software. You will also have access to my helpful animation guide and class working file, which all can be found in the resources section of this class. These support multiple learning styles as you can review screenshots from the class or even dive into the actual file for a hands on review of my set ups. Once you've finished watching the lessons, I encourage you to share your project in the project gallery so we can all see the cool animation you made. If you get lost or need any help anytime throughout this class, feel free to leave questions in the discussion section of the class, and I'll be happy to help. I'm so excited to see what you all make. Let's start with our first lesson on modeling the abstract shape. 3. Modeling Abstract Shapes: In this lesson, I will walk you through the initial file set up, as well as how model your abstract shape using modifiers. And lastly, show you some ways you can customize your shape. To get started, let's set up our file. First thing I will do is select a new general file. Next, I'll delete the default collection and I'm going to go ahead and save my file. Now. Now that we have our file set up, I'm going to walk you through how to create our abstract shape. The base of our abstract structure is a simple geometric shape. For this example, I'm going to use a Taurus. So I'm going to tap Shift A and go to Mesh, then Taurus shape. Now that we have our shape, I'm going to go and click on the Modifier tab, which looks like a wrench icon. Then I will go to the Ad Modifier dropdown to select Subdivision Surface and I'm going to bump up the Viewport and render to five. Next, I'm going to use the dropdown to select Simple Deform modifier. As you can already see, the Simple Deform is already beginning to alter the shape. I'm going to make sure twist is selected. Then I'm going to increase the angle until I get a cool look. I raise mind to 300 degrees. Now to really push the distorted nature of the shape, I'm going to hit shift D to duplicate the modifier With this modifier, I'm going to select bend, which you can see really adds a lot more interesting distortion to the shape. I'm personally wanting something a little more subtle, so I'm going to actually play around with the angle until I get more subtle form. I ended up with negative 21 degrees as the angle outside of modifier is making it easier to modify objects. I really like how they're non constructive, which means that you can always customize the shape of your object later. I personally have found that I tend to make adjustments to the shape after I've applied the material. Now that we have our form, I'm going to click one on the number pad to bring up the front view. Next I will tap and Z to move up on the z axis so the object will be able to float above the background plane. Next step will be to add a plane that will serve as the backdrop for our animation. To add a plane, I will tap Shift A and go Mesh. And then click on Plane. Now I'm going to hit seven on the number pad to go back to the top view. With the plane selected, I will hit and then ten to scale up the plane by ten. Now that we have the base of the backdrop. Next I'll need to extrude back side of the base so I have a vertical background. To do that, I'm going to hit Tab to switch to Edit mode. And then I will click on Edge Select Mode. And select the back edge of my plane. And tapping all shortcut to extrude the edge. And then we'll tap Z to lock the extruded on the z axis, so it goes straight up. Now I will switch back to object mode. I'm going to go back to the modifier tab on the right and add a Beble modifier. I will update the Beble mount to 0.42 and the segments to 75. These values are just what looks good for me, but feel free to adjust to your personal preference. Last thing I will do is adjust the positioning of the plane by tapping and Y to drag the plane forward on the Y axis. Then I will tap on zero to return to the front field. Next, I want to walk you through a couple ways that you can customize your shape to make your project more personal and show you how versatile these techniques can be. One way to personalize your shape is to play around with the simple form settings. Here I turned up the angle values to 360, which results in more intense shape. Another way to customize your project is to apply the modifiers to a different base shape. In this example, I start out with a cone shape, and after applying my modifiers, I get this cool, solid, twisty shape. There are so many different variations you can create by playing around with those shape modifier settings. To recap, we just walk through how to create an abstract shape using simple shapes and modifiers. I showed you how you can adjust the simple deformed modifier settings or use different shapes to create a more customized abstract shape. And the next lesson, I will walk you through how to set up a looping animation. 4. Looping Animation: In this lesson, I will show you how to set up your looping animation. Before animating, it's important to make sure preferences are set up to allow for a seamless looping animation. So I'm going to go up to Edit, then down to Preferences, and we'll click on Animation to make sure my default interpolation is set to linear. And then I'll make sure, say, preferences. This is important as if you have, for instance, a Bezier interpolation. Then you will have a slowing down in the animation, which will make the loop more noticeable, linear. You will keep the movement smooth throughout the animation so that you won't notice when it loops back to the front. Now I'm going to click on the top of my time line at the bottom of the layout, and drag up to expand the time line. Next with my abstract shape, select it. I'm going to tap period and select active element to make it the active object. This will allow me to easily align the camera to this object. Next, I'm going to tap shift A and click on Camera. And I will use the shortcut control zero to line the camera to view the active object. Next, I'm going to pull up the view settings by clicking on the right side of the panel and dragging to the side panel is expanded. And then I will switch to the view settings by clicking on the view tab. And we'll go down to the view lock area and check lock camera to view. This will lock the camera to the viewport to make it easier to move the camera and adjust its view. I like adjusting the camera in this mode as I can see what the final output will look like as I adjust its position. Once I'm satisfied with the camera position, I will expand the view setting again and uncheck the lock camera to view. This will allow me to move around my scene without the camera's position. And then I'll drag back to the panel to collapse the view setting. Next I'll show you how to set up key frames to create the animation. I'm just going to readjust the panels to make it easier to see what I'm doing. First thing I'll do is adjust the duration of the animation. To do this, I'll go to the end frame here and change it, 250-125 which will make the animation about 5 seconds long. I'm also going to click on the bar at the bottom of the time line and drag to the left to zoom in on the time line. Next I'll make sure my object is selected and go click the Object Property Tax here, move Playhead to zero. And I'll click on the dots next to the rotation y and z fields. This will create a key frame of the current values on frame zero. Next I'll click on the last Frame button here, which will jump the playhead to the last frame. And as you can see, the Y and Z fields all went green, which shows you that I'm in a different frame. To make the shape loop, I'm going to input 360 degrees, the field color change to orange. Which lets me know that I've changed the value but haven't set new key frames. And I'm using these numbers because having the first frame zero and the last frame 360, the object will make a full rotation, which will produce a seamless animation tip. If you want to speed up the animation, you can change the last frame value to 360 times a number, to multiply the rotations to say the animation go and click on the empty diamonds next to each of these fields. As you can see, the fields changed to yellow and the key frames appeared in a timeline. Just like that, we now have a looping animation. Lastly, I'm going to press the play button to play back the animation. To recap in this lesson, I walk you through how it set up the camera and how it used the timeline and object property keyframes to create a looping animation. The next lesson, I will walk you through Blender nodes and how it set up your file to use them. 5. Blender Nodes Setup: In this lesson, I will walk you through blender nodes and how it set up your files to make the most of them. Blender materials, lights, and even backgrounds are all defined using a network of shading nodes. These nodes output values, vectors, colors and shaders. With so many different kinds of nodes, it's important to understand that some nodes require a specific render engine or specific settings to use. But don't worry, I'll walk you through how it set up all these different settings. Since creating a node system requires wrangling, let's make sure the Node Wrangler add on is enabled. To do that, go up to the Edit menu and click on Preferences. This will bring up the Blender Preferences. Next, go to Add Ons here and search for Node Wrangler. And just make sure it's checked. And then make sure to save preferences. Now let's go into the shading tab. And I'm just going to go over here and close these areas as I don't need them and want more space to work with the nodes. I'm also going to drag out the properties panel to make it easier to see what I'm doing. Now that that's all set up, let's get started with the abstract shape selected, click Add New Material. This will automatically generate the principled BSDF and material output nodes. Now in order for all our nodes to work, we will need to make sure we have specific render settings. Since some of these nodes will require cycles to use, I'm going to make sure that I have cycles set up for the render engine for now, I will set my max samples to six for Viewport and 16 for render ability for now. And we'll increase it later when I'm ready to render out the final output. Now I'll go to Materials tab on the right and go as Settings Menu and expand the Options. And go down to Displacement and select Displacement and Bump. This will allow me to use displacement node. To recap, we walk through how set up preferences render in material settings to properly create our nodes network. The next lesson, I will dive into my nodes network and walk through the process of creating it. 6. Creating Node System: In this lesson, I will walk you through using the shader nodes and material properties to transform the look of your objects. To start out, let's take a look at the full nodes network that I used to create my cool abstract object material. Here you can see what the file nodes network will look like. On the right side, I have the texture nodes which will create that rainbow. Next to those is a color ramp which allows me to add multiple colors and map out their location. Next we have a node that gives our object its glossiness. Next we have an emission node being mixed in. This is what causes the object to emit a colored light. Then the last group of nodes down at the bottom produce the displacement. These will displace the surface of the object using the same texture to add more detail and dimensions to the abstract shape. Now that I walk through the basics of these nodes, let's dive into building it. First, tap shift A to add the mix or shade or node, and drag in between the nodes to snap the connector lines. Next, add emission by clicking shift A and searching for emission and connecting it to the second shader input of the mixed shader. Now let's add a color ramp and put it in the mixed shader factor. Next, we'll duplicate the color ramp twice by clicking Shift D and dragging it down, And I will end up with three total color ramps. Next, let's add the volonoid texture and then a wave texture node. Now let's connect the wave texture color output to the volonoid vector input and connect the voronoid texture to top color ramp factor. Now with the wave texture selected, I'm going to tap control to add in texture mapping nodes. And we will connect the texture coordinate using UV output to vector input on the mapping node. Now in wave texture, let's change the axis to Y and then connect the Voronoid to the second color ramp. Now let's duplicate the texture nodes by selecting all and tapping shift D and dragging them down to the third color ramp, and connect Voronoid to the third color ramp factor input. Let's add a displacement node by pressing shift A and searching for displacement. I will connect the displacement to the displacement input of the material output For the displacement to align with the texture and colors, I will connect the third color ramp to height on displacement and make mid values zero. And I'm going to put the scale to 0.02 Now let's adjust the texture values, update the first voronoid texture scale to three, and update the scale to four on the wave texture node. In the first color ramp, I'm going to increase the white. Now that we have our basic node system set up, let's work on setting up the color. First, I will connect the second color ramp to the base color on the principal BSDF. Next, I'm going to add four new points and select the color for all six points. Feel free to customize the colors and amount of color points you use. Once I've chosen all my colors, I'm going to just redistribute the points until I'm satisfied with their spacing. Next, I'll change the setting to cardinal. Now if you notice we aren't seeing any of these colors in the viewport above. To see the result, we have to switch emission input order with the principal SDF. Now we can see the colors though our emission isn't showing up. I'm going to change the emission color and increase the strength to 50. Now we can clearly see that, bring the emission on the shape. Next I'll go back to the texture nodes and change the second Aoi texture scale to three and the wave texture scale to four to match the settings of the first texture nodes. This will keep displacement consistent with the texture and colors. Last thing we'll need to do is update the third color ramp. So I'll increase the black to 0.687 And essentially what I'm doing is I'm flipping the white and black values in their placement. So the first and the third color ramps will essentially be opposites of each other. To add some polish to my abstract object, I'm going to add a glossy effect to it. So I will create some space B dragging these nodes over here, and I'll just move the emission node here. And now I can add an add shader node and place it in between the principal and mix shader. Next, I'm going to add a glossy BSDF and connect it to the second shader input. And I will just decrease the roughness to 0.185 And I'll go ahead and reduce the specular and roughness on the principal BSDF to both zero. Lastly, I decided I want to update the emission color to pink. Last thing I will do is add material for the background plane, just like before. I start by selecting the background plane and then clicking New in the shader editor, which will automatically generate those two nodes. And I'm just going to zoom inside the panel and go to Roughness and reduce it to 0.218 which will allow some reflection. And then I'll go up to the base color and I'll select a very dark gray color. Then that way like this cool bright pink abstract shape animation will really pop. And then that's it. To recap, I just walk you through how to use the shader nodes and material properties to transform the look of your objects. And the next lesson I will walk you through lighting your scene. 7. Lighting Scene: In this lesson, I will walk you through how to set up lighting for your scene. Step 13 Point Lighting. Back in the layout tab, I'm going to tap shift A and go to light and choose area to add an area light. I like lighting my scenes with area lights as it works like a light box which is used in real life photography. Next, I'm going to use the Objects properties panel to move the light up on the z axis to eight. And then I'll click on the icon to open the light settings. And I will go to the shape drop down and change the shaped disc. Next, I'm going to increase the power of the light to 600. And actually I think I'm going to increase it more and make it 700 so it's brighter. Next I'm going to tap S on the keyboard and drag my mouse to scale up the light. Next I'll tap seven to go to the top you to make it easier. See where I'm positioning the other lights. I'm going to duplicate my current area light by clicking Shift, And we'll move it over to the right side using and the respective axis keys. Next, I'll move it down on the z axis using the shortcut Z and dragging it down with my mouse. And I will rotate the light using shift, so light is pointing towards the Taurus shape in the object property panels. Let's reduce this power to 500 since it'll be a secondary light. Now let's duplicate the second area light and move it over to the left side using and x and lower further on the z axis using and keys. And then I'll rotate this third light using shift in my mouse so it's pointing at the subject. This third light, being on the other side, will help cancel out shadows as my shape is completely lighted. Lastly, I will click on the camera icon to toggle on the camera view. To recap, in this lesson, we walk through how a three point lighting system. Feel free to adjust your lighting set up to your personal preferences. And the next lesson, I will walk you through rendering your animation. 8. Rendering: In this lesson, I will walk you through how set up your rendering settings and how I use encompassing tab to add polish to your animation and share some tricks for customizing your final animation. Step one rendering settings. To get started, I'll go to the Render Properties tab and make sure my render engine is switched to cycles. And if your device supports it, I would use GPU Compute for faster rendering. Next, I'm going to adjust my Viewport sampling to 16 and my render sampling to 64. This will help reduce render times and still produce cool final animation. Also, make sure noise is checked. Next, I'm going to go down to color management and change my look to high contrast. Now I'm going to go to Output Properties tab here, and we'll go down to Output Setting. First thing I will do is click the folder and select the location I want to save my rendered animation to. Next I'll go to the file format, drop down and select FF and Pay video. Then I'll go and click encoding to expand the options. Next I will change the container to put four as NP fours are a widely supported video format. Lastly, I will go to Output Quality and select perceptually Lossless. Now that I have my rendering setting set up, I'm going to walk you through how use the compassing tab to add some polish to your animations. Now click on the tab and then the top left corner. Make sure to check, use nodes to automatically add the default render layers to the composite nodes. Next, I'm going to click and drag the composite node over and tap Shift A to bring up Add Menu, and we'll search for viewer. As you can see now we have this black box behind the nodes which reflects the color of the viewer node. Once I connect the render layers node to the viewer node, the black box disappears as it's now reflecting the render node which is empty. Because I will want to add a node that will affect both the composite and viewer nodes. I will join the nodes by tapping shift and right clicking on the mouse and then dragging across the two connector lines. Now in order to see what I'm working with, I will need to render an image. So I'll go to Render Menu at the top and click on Render Image. And then this may take a little time depending on your computer. And once done, you will see the rendered image now in the background behind the nodes, which will help us see how the new nodes that we will add will change the look of our image. Next, I'm just going to slice both nodes and drag them over to the right to create space to add a new node. Now I'm going to tap on shift A and search for glare. And I will just draw the node in between the merged lines and the rendered layer node, so it automatically gets connected in place. Now I'm just moving the nodes around to make it easier to see how the glare node is impacting that rendered image. As you can see, we now have these light streaks around the shape, which depending on what you're going for, it could be a nice accent to your shape. I'm wanting something more subtle though, so I'm going to change the glare type to fog below, which now gives it a more subtle glow. To dial it in more, I'm going to switch the second drop down to high, which instantly reduces the glow. I will also tweak the threshold to 0.8 and increase the size to nine. By playing with these settings, I get this more subtle glow that really reflects where the light is directly hitting the shape, which makes my abstract object look more sleek and shiny. Now it's time to render the animation. All I have to do is go back up to the render menu and click render animation. After some time, I get this nice looping animation. Now that we've walked through the encompassing stages, I wanted to walk through some ways you can further customize your animation. We've already looked at how streaks and fall glow can affect the look of animation. This next example, I want to show you another option that will instantly customize your animation using the glare node dropdown. I'm going to select oh, and it gives me cool ghost reflections effect. Which you can see as the animation plays, it creates a really cool effect. Here's another example that uses the ghost setting and the glare node. In this example, I have used different shape and simple deform modifier settings paired with a dark blue background plane, which creates a more intense animation as it blends the reflections and colors of my more complex shape. As you can see with all my examples, there's so many ways to apply these techniques and my tips throughout on customizing settings to create some really cool and diverse abstract animations. To recap, we just walk through to render your project and how to polish the animation using the compositor nodes. I also showed you how you can customize the passing settings to create unique effects to personalize your animation. And the next lesson, I will walk you through the class project. 9. Class Project: Now it's your turn to apply the skills and techniques from this class to create your class project. The class project is to create your own abstract looping animation. You have complete freedom to follow my example or create something super personalized by playing with a different customization techniques. Once you have created and rendered your animation, you can upload your video to a video hosting platform like Youtube or Vimeo and embed it in your project. Another option is to upload your video to a site like Easy Gift.com to create a looping animated gift which you can directly upload to the class project. Once again, if you run into any problems or questions, please post them in the class discussion and I'll be happy to help you out. The next lesson, we will wrap up this class. 10. Final Thoughts: Congrats on completing this class. I hope you have successfully created a fun abstract animation that you are excited to share with the world. And I really want to thank you for taking the time to take my class. Throughout this class, we have walked through multiple topics, from modeling your abstract shapes to using blender nodes to customize the appearance of your objects. And we walk through how to create a looping animation and how to light and render your animation. As well as walking you through multiple ways you can customize your shape and appearance to personalize your animation. I hope this class has shown you how fun three D animation can be and has inspired you to apply these skills to future projects. I'm very excited to see what you've created. So be sure to post your work to the project section of this class. Sharing your project with the skillshare community is a great way to help inspire each other and continue growing. And if you would like more classes to help you learn animation, then follow me on Skillshare and check out some of my other classes on animation and motion design. If you enjoyed this class and found the lessons useful, please take a moment to leave a review. Positive reviews like yours helps other students find this class. Thanks again for taking this class and I hope to see you in a future. One soon bye for now.