Blender 3D: Introduction to Motion Design and Animation (Level 1) | Surface Designs | Skillshare

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Blender 3D: Introduction to Motion Design and Animation (Level 1)

teacher avatar Surface Designs

Watch this class and thousands more

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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

      0:51

    • 2.

      Modeling

      12:09

    • 3.

      Animation

      3:21

    • 4.

      Camera Settings and Shading

      4:58

    • 5.

      Lighting and Rendering

      4:51

    • 6.

      Compositing

      7:08

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About This Class

This is the first class that will be part of a series I will be creating on animation and motion design inside of blender.  This series will be level based so that each consecutive class will be slightly more difficult than the previous one, hence this one being level 1.  Each class will be focused around a different project so that you will not only grow your animation skills, but you will also have a cool art piece to add to your portfolio!  The project for this class will be a satisfying trippy looping animation.  This course will teach simple animation, shading, and lighting techniques to help build a solid foundation for the future more complex courses.  If you want to learn the basics of motion design in blender, this course is for you!

Meet Your Teacher

Hello, I'm Nate.  I love to teach people the process of making 3D art!

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Transcripts

1. Introduction: What's up, guys, welcome to my new series on animation and motion design using Blender. This is the first course of many that will be released, where I will explain in detail how to create beautiful animations in satisfying motion design using only free tools within Blender. Each consecutive course will get slightly more difficult and complex, which is why this one is named level one. These courses will be project-based so that you will not only have improved your skills by the end of the course, but you will also have a cool looking animation to add to your portfolio. Will start off this series by creating this trippy, satisfying looping animation. In this course, I will teach simple shading, lighting, compositing, and geometry know techniques. That'll give you a solid foundation for the future more detailed courses. Without further ado, let's get into creating this project. 2. Modeling: Alright, so I am currently in Blender 3.5, but this project should work in pretty much any version of Blender 3.0 and up, I think basically the first thing you wanna do is select everything in your scene. I only have a cube, but you should have a camera and light. Just select all that and press X and delete it. And next, we're going to add in a plane. Now before we start getting into the geometry nodes stuff and modeling this out, we went to enable an add-on, so I had to Edit Preferences. And let's go to Add-ons and then type in node, Node Wrangler. And just make sure that this is ticked and then save your preferences and close this out. Alright, next, I'm going to enable a shortcut U, V are. Now basically if you look in the bottom right, you can see what I click. So if you get lost, you can just look down there and see the keyboard shortcuts I'm using. And then we went to come down to the bottom left and left-click and drag this over to create a new window. And then change this to the geometry Node Editor and press N, tie back the tool window. And while you have your plants selected, press New right here to create a new geometry node tree. Then we can spread this out a little bit further. The first thing we want to do is basically subdivided this plane because this animation is going to be based off of the displacement of this plane. So some parts are gonna be up, some parts are going to be down. And the animation is just gonna be those parts of the plane moving. And so to see the geometry of the plane a little bit better, we can click this wireframe view. Now let's go back into the note editor and press Shift S and sub-divided mesh. Now you can see as we sub-divide it, you can see the lines of the geometry. So we went to sub-divide this four times. So it looks like this. Now to get some pieces of it to go up and some to go down and get that displacement look, we use a set position node. So press Shift S and set position. Right off the bat. It doesn't do anything because we need something plugged into the offset. But you can kinda see what this node does. So if I edit this z value, which is the up and down value, moves the plane up and down. If I use the y value, which is front-to-back right now, and the x value which is left and right. So if we use noise to control this offset, it will move the individual vertices instead of just the entire planet. So let's press Shift A S and get a noise texture. And we can plug the color into the offset. Now you can see it does all this crazy stuff right off the bat. And it's moving our plane away from the center. But it's also moving the individual vertices. And we only want it to move the individual vertices. So to get this back to the center, we can add a vector math node, the search bar, and type in vector math. And then if we change this to Subtract and left-click and drag down on these values and set this to 0.5. It will move the plane back to the center. So now it's only moving the vertices bright. Now it's moving the vertices in all directions. On all axes, it's moving in the x, y, and z direction. We only want it to move in the z direction. And so to get this, we can use a separate XYZ or actually a combine XYZ. So press Shift A S and combine x, y, z. And plug that right here. So right now it's plugged into the x. So it's only moving the vertices along the x if we plug it into the why, it only moves them along the y and we want it in the z. And so now they're only moving up and down. And we want this effect to be, we want the displacement to be a little bit more extreme. And to do this, we can add in another math node. So if we duplicate this, subtract math note over and change this to scale, and basically adjust this value. We can control the strength of the displacement. So let's just set this to five. Now we have this displacement effect. Let's also add to our noise texture and change this to 4D And this will give us a w value, which is what we're going to use to animate the texture. So we can leave that at zero for right now. Now what we wanna do is make all the little spiky like extrusions that were on the original animation. So if we just select this sub-divided mesh and duplicate it over and change this to two. We're going to subdivide this whole thing twice, which just adds a lot more geometry. And what we wanna do is start extruding these faces. So we'll add a Extrude mesh node that in here. And it goes crazy right off the bat. And that's because the value is super high. So if you set this to 0.1, you can kinda see what the extrude mesh node is doing. But we want to set this extrusion to zero. So basically these faces are in the exact same position as the original phases. Then we want to use a scale elements node to scale down the extrude faces. So these top faces or the extruded ones. If we set this to 0.75, it's scaled sum down a little bit. It creates like an inset. Then we want to duplicate this extrude node. Then plugged the top into the selection again. If we set this to something like 0.05, extrudes all these faces out a little bit like this. Now, right now, let's just mute these nodes. So if we select these and drag this out also to mute these, just select them and hit em. Forgot to say that. Now basically we want some of these faces to be even smaller, but we don't want all of them. So if we just used the regular subdivision node, set this to one, it's going to sub-divide all the phases and we don't want that. So what we can do is use a separate geometry. So if we press Shift day essence separate geometry, plug this in here and change this to face. It doesn't do anything right off the bat because we don't have anything controlling the selection of what faces are selected and what are inverted. So basically if we add a shift S random value node and change this to Boolean and plug this into the selection. Basically, half of these faces are selected and half are inverted. And you can see now if I have the probability to one, all of the phases are selected, none are inverted. So we can use this to control how many of the faces are subdivided versus how many are just stay the same. We can use a shift that's join geometry node to combine both of these. If we plugged the selected into the sub-divided mesh, this node into the joint geometry. When we set this to 0.5. Now half the faces are being subdivided again. And then half are just going through this selection and aren't being subdivided. And we can do this one more time to get even more detail. So if we duplicate this separate geometry, note again, plug it after the sub-divided mesh. Duplicate the random value. Plug this in here. Now it's going to delete half of those faces. Then we can duplicate this sub-divided mesh again, plug the inverted into the mesh. Plug this into the joint geometry. Now half of this, these subdivided faces are being subdivided again. This is that principle of recursive subdivision, where basically each time half of the phases are getting sub-divided or a certain amount, depending on the probability. So if I set this to one, none of these faces are getting subdivided again. And if I set this to zero, all of these phases are getting subdivided again. You can set this to 0.5, keep it at that. Then if we bring back our extrusion and unmute these nodes, we can see all of these phases are being extruded. But it looks a lot more interesting because some of them are big and then some of them are like super tiny. And it looks kinda interesting. Now one thing we can do to make this look even cooler is to add some randomness to the extrusion. Right now they're all being extruded the same distance. But if we add in a random value, we can just duplicate this probability and change this to float. It turns it into this random men to max. We can set the minimum extrusion value to something like 0.01, the maximum to 0.05. If we plug this into the offset, some of them are being extruded like a very small amount and some are them are being extruded a little bit more. And let's go back into solid view so we can kinda see the mesh. That looks pretty cool. This is the basis of the model. It's all done completely in geometry nodes. And it's super easy to animate and make look really cool in the final render. Alright, so in the next part of the course, we're going to be moving onto animating this 3. Animation: Alright, so to animate this, we're gonna be doing that in geometry nodes again. And we're gonna be using to noise textures. So you can press Shift D to duplicate this down. Let's select both of them, drag them out. And we're basically going to be mixing between them. So we'll add a ship, they mix node. And we can change this to color. And politically color here. And this color here. And plug the mix into the vector. Then you can set this to zero. Then in the timeline, the timeline right here to zero. Then basically the animate this, we're gonna be keyframing these W values and Keyframing the factor. So we want to leave this noise texture I had zero on frame zero and hit eye while hovering over the w to keyframe this value. Then you went to hit I on the mixed value also to keyframe, the factor right here. Then we can go to our timeline and click this little arrow to get to the end. And let's set the W value on this texture 2.5. And then you can hit I to keyframe that value. And let's set the factor 21 and hit I to keyframe that value 0. And then this texture, we want to set two. We want to leave it at zero and hit I to keyframe that value. Then let's head back to frame zero. So make sure it's on frame zero. And we want to set this value to negative 0.5. And then keyframe it. Then basically, this will allow our animation to loop perfectly if we want to visualize it right now there's too much geometry, it might crash. So you actually want to save your project. And then you went to mute the extrusions. Actually, we can leave the we can leave the extrusions and just went to mute the subdivisions. So select these, press M. We have to mute this separate geometry too. There we go. Then if you press the spacebar on your keyboard, it'll start to play the animation. And if it loops perfectly, you know, you did something, right? Alright, so it loops perfectly. We know we're good. That is pretty much it for animation. Now what we can move on to is shading the actual geometry and adding a camera and tweaking some cameras settings 4. Camera Settings and Shading: Alright, so now what I'm gonna do is add an a camera. So I'm going to press Shift day and go down to camera, press N. And actually I'll enable shortcut EUR again. And I'm going to go to item in just zero out the rotation. Press N to hide that again. And I'll press Shift X to move it on every axis, but the x axis, and just bring it up here, then RX, and point it at the model. And then I want to click on my camera head to camera settings. Click on this camera toggle thing again so I can see what is within my camera. And I wanted to change the lens type from perspective to orthographic. And this will basically make the model appear much more flat in right now are orthographic scale is kinda crazy. So select the camera again and just lower the orthographic scale until our model fits comfortably within the camera. Then you want to select the model one more time. Let's mute the recursive subdivision. So these nodes right here. And then you went to play the animation and make sure that it looks good and makes sure that the landscape kinda stays within the camera frame, the entire animation. And I think this looks pretty good. So I'm going to press pause to stop it, go back to the beginning. And I'll press M to unmute these nodes. Now we can move on to shading the actual model itself. So to do that, let's head up to the shading tab. And let's press New on the material. And basically what we want with this material is for the low parts of the model to be like a dark green and for the top peaks to be like this really light kind of flesh color. And so to do that, we can use a separate XYZ node. Again, like we did in geometry nodes, except this time it'll be controlling the color of the model. So I'll press Shift A S and get a separate XYZ. And I'll also get a color ramp. And this is where the Node Wrangler comes in. If we press Control T on the separate x, y, z, it adds a texture mapping and an image texture. And we can just press Control X on the image texture and plug the mapping back until the vector. Then all we wanna do is change this from UV to object into the mapping. Then plugged the z value into the factor and plug the color into the base color. And you can see what this is doing. It's making the low parts, this black and the top parts this white. And this is where we can control the actual colors. So let's brighten this up a good bit and make it like this. Dark teal green. And then let's select the white value and make it like this. Light. Light greenish color. Now looks pretty good. You can control the z value on the mapping if you want it to be a little bit lower or higher. Alright, so I think that looks pretty good. I might lower it just a touch or erase it. Just a touch. I think that might be a little bit better because we want the really dark values to be subtle. So I think that looks good. Now the last thing we want to change with the material is the subsurface. We want to raise this just a little like 0.15 is pretty good. And basically the subsurface will allow light to pass through the model a little bit and make it look a little bit more cool. Alright, so let's head back to Solid View. Head back into our layout view. This is pretty much it for cameras setup and shading. In the next part of the course, we're going to move on to lighting and our final render settings. 5. Lighting and Rendering: Alright, so the lighting setup we're gonna be using for this is super simple. It's just gonna be an HDRI image. So what you wanna do is head into your browser and go to HDRI, haven. This site. Then type in sprue it, Spirit sunrise, and you just want to download this HDRI. This is the one that I use. You can pick any HDRI honestly, if you want to go for a different look. But the spirit sunrise looks pretty good. So once you have that downloaded, head back into your scene. And then you went to go back to the shading tab and change from object to world. Then we went to add in a environment texture. So press Shift S and then type in environment texture. And then we'll press Control T and the environment texture just to add some mapping. And then press Open. And then you went to go to the folder where you have the HDRI installed. So Spirit sunrise find that, and then plugged the color into the background. Press Control S to save your project. And if you go into rendered, you should look pretty cool. Alright, so now the last step is adjusting our render settings. So right now we're in EV, so it doesn't look very good. But if we change this in the Render Setting and head to this tab, change from EV two cycles. It's going to look a lot more realistic. Alright, then once you have the lighting setup, the way you want, head back into shaded view and then back in our render settings. This is where we're going to change some things. Are max samples. We went to change this to 150. We don't need 500 samples, so that's a little bit overkill. Then we went to enable the noise so that our render appears smooth. Because if we don't enable the noise will have little spots that have tons of little dots and it won't look super good, then our output settings should be good. But we do want to change the frame rate to 25 frames per second. There's a total of 250 frames, so this will be a 10-second lung animation. Then in your output settings, you want to make sure that the file format is PNG. And then you want to choose a destination for your animation images to go. So once we have the render settings set up next, we can head into camera view and press F2 to do a test render and let that finish. Alright, so the first frame is done. You can see how it looks with the subsurface. It's allowing the light to pass through in kind of creating these like oranges and pinks. The ad nice contrast to the, the blues and the greens in the shadows. So I really like how this looks. I'm not going to be tweaking my lighting anymore, but if you want to change anything, you can do that real quick. Get that setup how you want before you actually start rendering out all of the images. Also, if that's a QR, really long time to render out, you can lower the SMAC samples to something like 100 or 75, or even like worst-case scenario 50, that will lower the quality of the final animation. Now, if you rendered that image really, really quickly, and you have a super powerful computer, you could up the resolution if you wanted to like 200 per cent. And each of these images will be basically four K resolution. And so that'll up the quality of the final animation. So that's pretty much it. Once you have the output destination for your images set and all your render settings the way you want, and your lighting and your colors or the way you want. You can press Control F 12. And this will start the process of rendering out each of the images. In the next part of the course, I'm going to be teaching you guys how we can turn the images into an actual animation and some composite in tweaks we can do to make it look a little bit cooler. 6. Compositing: Alright, so once you've rendered out all of your images, you can head up here to this little menu and change this over to the compositor. What we want to do is enable this, Use nodes button right here and press X on the render layers to delete it and press Shift A S and get an image node. Then we want to click open on this node and you want to navigate down to the folder that has all of your images. It should be a total of 250. And so you can just press a to select all of them open image in, they should all be in there. Then you can plug this image into the composite to be able to view this, we need a viewer node. So press Shift S and fewer. Then connect this node to this. And then click this little Backdrop Button and then head to view right here and click Fit. You should be able to see your image. Then we went to press Shift and hold right-click on your mouse. To join these. This will allow us put nodes in-between and they'll go directly to the composite and to the viewer. So we'll be able to see are changes that are happening to our final composite. Alright, so next what we want to do is add in a color balance to tweak the colors a little bit. So press Shift S, color balance. Just plug that right here. So once we add this color balance, you can start messing around with the colors a little bit. The lift is kinda like your shadows. So I'm going to make these a little bit more of a greenish hue. And then my mid tones, I want to be a little bit more kind of counterbalance that maybe a little bit more of this orangey, yellowish color. Then my highlights, I want it to be this orangeish. If you want to see the changes that this does just hit M on the color balance. You can see what effect you're getting. So I think I'm gonna go for more of a blue with this, this render. Maybe a slight greenish hue and my mid tones, or a slight teal and my mid tones. I think that looks nice. And then keep that orange a shoe and the highlights. So you can see before and then after it just add some more contrast. It makes the colors a little bit more vivid. We can probably turn this down just a touch. Turn this down a touch as well. Just so it's a little bit more subtle. Although I do want to keep the oranges pretty prominent. Alright, so we have a before and an after. And if you prefer that before, you can just delete this node. But I like to use it to make my colors a little bit more vivid. Mess around with things a little bit. Alright, so now what you want to do is add in a sun beams node. You will know plug the image, the image right here, and you want to set the railing to one. Then you went to add in a mixed node in right now the mix is just mixing between our image and white. So we want to set the factor to zero and change this to screen. And then plug the sunbeams into the image and set the factor to a small number like 0.15. What this does is it just adds the soft glow to the image. This might be a little bit extreme, so maybe set it to 0.1. And basically a kind of softens the edges a little bit and adds these interesting little sun beams that look good in the final render. Now we want to add some distortion to the image to make it look a little bit more tricky. So we'll press Shift S and get a lens distortion. And we want to plug this here. We went to mess with the dispersion a little bit. This is way too much. But if you set the dispersion to something like 0.075, it adds this interesting effect around the edge of our animation. Let's try 0.05, make it a little bit more subtle. Then we can duplicate this note over and set the dispersion to zero and mess around with the distort a little bit. So maybe negative 0.1. That's kind of interesting. And maybe negative 0.25 until you get a value that you like. That looks kinda cool. I think maybe negative 0.15 adds a slight distortion to it and makes it look a little bit more interesting. So I can select all these nodes and press M to mute. And this is the before compositing. And this is the after compositing. So just makes it look a little bit more interesting in a little bit more dynamic. Then what you want to do is head to your output settings, change the frame rate to 25 frames per second. Choose an output destination for your final video and change the file format to FFmpeg video. Then change the encoding from Metro SCA to MPEG-4. So once you're ready, just press Control F2, and it will render out your final animation. Congrats on completing the first course in this motion design series. I want to thank you guys If you made it all the way to the end and congratulations on hopefully a super cool render. I hope you guys are really proud of it. And if you want to keep progressing your skills, make sure to follow me and check out my courses. As I released them, I'm going to be releasing many more courses on motion design, creating cool stuff like this. Alright, thanks again for watching. And I hope you have a great rest of your day.