Blender 3D: Your First Abstract Animation | Surface Designs | Skillshare

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Blender 3D: Your First Abstract Animation

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.

      Intro

      0:57

    • 2.

      File Settings

      3:23

    • 3.

      Creating The Scene

      3:59

    • 4.

      Adding Geometry Nodes and Animating

      15:36

    • 5.

      Lighting The Scene

      3:23

    • 6.

      Texturing

      13:21

    • 7.

      Exporting The Animation

      3:51

    • 8.

      Outro

      0:30

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About This Class

In this class, I will walk you through how to create an awesome abstract animation in Blender 3d.  I will teach you how to:

  • Set up the scene
  • Animate geometry nodes
  • Light the scene
  • Texture the scene
  • Export the animation

Meet Your Teacher

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

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Level: All Levels

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Transcripts

1. Intro : Hey guys, welcome to my blender class. In this course, I will walk you through how to create this interesting abstract animation using geometry nodes inside of Blender. The things that we'll cover in this course, are Geometry notes, shading, lighting the scene, and my final render settings for exporting the animation. Because geometry nodes are procedural, every aspect of the animation can be tweaked and fine-tuned to what you want. This animation can also be used on any object or mesh. I will be using a humanoid figure that I sculpted and rigged. But you can use a basic blender object such as a sphere or a cube if you don't have a human figure. It is important to note that this course is not intended for complete beginners. You must have a basic understanding of the Blender interface to complete the project. If you're interested in Geometry notes, animation, and procedural shading. This course is for you. Without further ado, let's get into creating this project. 2. File Settings: Alright, so I currently have blender three-point to open, but you can also create this animation in Blender 3.1 or 3 if you have them installed. I'm not completely sure if this animation works in earlier versions of Blender. If you do have an earlier version than 3, you may have to change some notes to get the same result. So this is the model I'll be using for this project in Blender, I sculpted and rigged it specifically for this project. You can also model something if you know how to. You can just add in a cube and make some crazy shape with it. And use that for the animation. Or if you're really new to Blender, you can just set up to add mesh and then pick something from here, like the UV sphere. The animation clip looks super cool. And this also down here, you can see the keyboard shortcuts I'm using, which can be helpful if you get lost. You can just rewind and then see what I'm using right here. And there's a couple of settings I want to change right off the bat here in my blender file. And I want to add a add-on. So I'm going to head up to Edit Preferences and then go to my add-ons section. And then you just want to type in node appear in the search bar. And then the Node Wrangler will pop up. In this add-on allows us to have a couple of keyboard shortcuts, a few extra ones that just make it faster to work with nodes in our shading tab and our Geometry notes tab. The next thing that I want to change is my render engine. Actually it's set to cycles right now. But by default, Blender has the set to EV. And you just want to make sure that you change this to cycles, then change your device to GPU compute. The next thing I want to change is my max sample count. By default, Blender usually sets this to like a crazy high number, I think 4 thousand and blender through point O. That's really, really overkill for this scene. And it will make a rendering, especially in animation, a real pain. So you just want to lower this to something like 200 worked really well for me. You can go higher if you went to, and if your PC is like super fast, but 200s fine. If you're having trouble with render times. You can also lower this a little bit further down to something like a 100, maybe more 50. Then you went to enable denoising. The next setting you want to change is under light paths. By default, Blender sets this to 12, I believe. And I just like to lower this a little bit down to six. This is another setting that you can tweak. If you're having trouble with render times, you can lower this even further. So those are the main default settings that we want to change. Also under color management, this is something that's more up to personal preference. But I like the high contrast look inside my scenes. And so I just come down to color management, go over to look. And then I like to change this to high contrast for most of my seat. And I believe it looks good in the finished result of this scene. 3. Creating The Scene: Okay, Now that we're done tweaking our settings, we can move on to actually creating our scene. The first thing we need in a scene is a camera, because you can't have a render or an animation without a camera. So I'm going to press Shift a to bring up the Add menu. And I'm going to find the camera right down here. Click that. And by default it's set to some weird rotation like this. So to fix that, I'm just going to press Alt R to remove the rotation. And then I'm going to press our y and then 90 to rotate it 90 degrees along the y-axis. And then I'm just going to bring it down here along the x-axis, so it's pointed at our character. Then let's see how our view is looking. Okay, so right now where rotated sideways. And to fix this, we can just press R and then 90 to rotate it 90 degrees along the x-axis. And we're still a little bit too close to our character. So I'm going to press G and then X to move it along the x-axis and just bring that out a little bit. Then maybe GZ to bring it down a touch. And then she acts again to bring it out a little bit further. I'm liking that composition. And then now we need an actual background behind our character. Because right now there's, there's nothing, there's emptiness. What I'm going to do is I'm going to add in a plane, I'm going to press Shift a and then add in a plane. And I'm going to bring that down here. I'm going to do g, then c to move it along the z-axis and bring it right down to our character's feet. Somewhere around here. If you're using like a sphere or something, you may just want to have the sphere float or you can actually have it like rest on the plane. Like how I'm going to have my character be positioned relative to it. Then our plan is way, way too small. So we're going to do S then x to scale it. Oops, not that. Just S to scale it and bring it really big like this. That's probably good. Then we still don't have a wall behind our character. We have this floor, but we need a wall. So I'm going to press Tab to go into edit mode, to, to go into edge mode and extrude this along the z-axis, extrude this edge, and bring that up high. And then I'm going to select the edge right here. Because we don't want this really sharp edge right here. That's going to look weird in our render. So I'm going to press Control B to bevel that edge and just bring it really big like this, or really small depending on what you want. I think really big could look cool. I'm going to bring it like that and I'm just going to scroll up with my mouse wheel to bring up more segments like this. You can adjust the amount of segments and bring that really high so it's smooth. Something like this. Maybe I'm liking the way that's looking. And then tab back out and I'm just going to right-click and then shade smooth. And we have this curved background that might look pretty cool. And our render, right now we don't have any lights in the scene, so it's going to look pitch black right here. There's not going to be much there, but we'll get there eventually. 4. Adding Geometry Nodes and Animating : Okay, so now that we have our background created and our cameras set up, we can move on to the main part of this course, which is working with geometry nodes. My favorite part. Basically what we're gonna be doing is replacing our model's geometry with a bunch of little spheres that are going to vary in scale. They're not all going to be one uniform scale. We're going to have some really small ones and some big ones. And that's gonna give us a much cooler look. And this will give us that abstract effect, especially when we animate it eventually to loop. So what I want you to do is left-click on your model. Then come over down here to the bottom left of the screen where you get these crosshairs. And then left-click and drag that out. And this is going to be our geometry nodes workspace. And so bring it out to something like here. Come up here to the top left, where there's this Editor Type and change this to geometry Node Editor. Right now, this little sidebar is way too big, so just left-click and drag that out. Then. Press new. Make sure your model is selected when you press new or else it'll put it on something you don't want. You don't want your plane selected or else it'll, the geometry nodes will be on the plane. And then you want to come down here to your nodes. And we're going to add in a distribute points on faces, suppressed shift day, and then come up to the search bar and type in this tribute points on faces right here. We're going to left-click that right here. And as you can see, what that's doing is creating a bunch of little points all across our model. These points are what? All those little spheres are going to be instance on top of. Left-click and drag your group outfit out a little bit and then press Shift a to add an instance on points. This is going to allow us to instance geometry on top of every single one of those little points. But we have no geometry. That instance is empty right now. So press Shift day and come down to Mesh Primitives and left-click on the UV sphere will be using that for this tutorial. I'll be using this. You could use a different mesh if you wanted to like a cylinder or something. But for this aesthetic, I'm going with a UV sphere. And I'm going to plug that into the instance. And they're all crazy vague right now, but we'll fix that in a little bit. First thing I want to do is right now they're not shaded smooth. And you actually can't shade these smooth in layout view, you have to come over to geometry nodes and add in a set Shade Smooth. And then as you can see, all these fears are now shaded smooth. Okay, so now that we have the basis of our node tree setup, we can move on to editing some of the nodes. So the first thing that I wanna do is increase the density of the points on our model. So I'm gonna come over to the distribute points on faces and increase this density from ten to about 120. It still looks super weird because the scale is way too high on these instances. To fix that, we can, first of all, bring the scale down. But this uniformly changes the scale of all of the spheres. We want some of the spheres to be big and some to be small. And to get this effect, I'm going to add in a random value node. So I'm going to press Shift day and type in random value. This node gives us a minimum and the maximum for scale. So plug this into the scale. I like to set the minimum to something around 0.01. I think looks fine. Then the maximum is what we want to animate. We want this to be animated and our final at the end of the project. So what I'm going to do is add an eight color ramps. So I'm going to press Shift day, search for color and then click the color ramp. And this will allow us to crunch the values and make it so that more of the spheres are small than large. Then I'm going to add in a noise texture, which will be the factor of what the animation will be along. It will follow the path of the noise texture. So plug the factor of the noise texture into the factor of the colorRamp right here. And then plug the color of the color ramp into the max value. Of the random value right there. Alright, it's doing something kind of weird. In what we want to do is we want to bring this black value in to something around here. I believe. I think this looks good because now we have a bunch of really small spheres, some medium spheres and some really big spheres, but there's much less really big spheres. So this will give us that abstract look when we animate it. Then another thing I want to change is on the noise texture. I want to bring up the distortion to around four. Maybe. I want to change it from 3D to 4D. The distortion will make the balls scale in a more interesting way. And the W is what will change their scale when we animate it. So by default the W is 0. But if you look at my model while I slide this to the right, it really doesn't take too much. You can see that are the balls and the CN are starting to scale. Really interestingly. Then set this back to 0. Okay, So what we wanna do next is add in a translate instances node. So what I'm gonna do is come up here and press Shift day to get the Add menu and type in trans translate instances. And I'm going to take this node and drop it between the instance on points in the group output right here. In what this node does is it will move our balls on an axis. So if I start sliding this x value up, you can see the balls start moving forward and backwards. If I start sliding the y-value, move left and right. If I slide the z value, they'll move up and down. And this will be the main aspect of our animation. So let's actually start adding in some keyframes. Okay, so now before we start actually animating, we want to make sure that our default interpolation of the animation is set to Bezier had up to Edit Preferences. And then under Animation, going to make sure that this default interpolation is on Bezier. Next, what we want to do is hover over our translate instances. The Press, I set a keyframe right there. And let's select our model so we can end the instances node, so we can see the keyframes down here. Then I want to bring my timeline over to frame 125. And because I'm doing it on the y-axis, I'm translating. On the y-axis. I'm going to type in negative 20. And the spheres are going to move over to the left like that. If you want to do like up and down, have the spheres move vertically. You can change the z-axis. And if you want them to move forward and backward towards the camera, you can change the x-axis, by the way, changing the y-axis looks. And then I'm gonna hit I again to set a keyframe right there. Then I'm going to bring my cursor all the way over to frame 250. And I'll select my beginning frames and press Shift D to duplicate them. And I'm going to bring them over to frame to 50. That way our animation will loop if we have the same frames at the beginning and at the end. So now if I play this, you can see the spheres, me about like that. And then we'll move back like that. That's the main aspect of our animation. The next thing that we want to change is the rotation. Right now. They're just moving horizontally, back-and-forth. And we want them to move a little bit more swirly and more interestingly. So first I'm going to move my scale nodes over here. And then move these nodes up a little bit. So I have some more room. I'm going to press Shift a and I'm going to add in a random value node. I'm just going to plug this into the rotation. And I'm actually going to bring my timeline back to frame 0 right here. And I believe the way blender works to get a truly random rotational value, you have to set your minimum value higher than pi. So since pi is 3.14, I'm going to change this to 3.5. Since that's higher, then I'm going to send my max to something like ten. And I'll set a keyframe right here. So I'm going to press it over the men. And I'm going to press i i over the max right there. And then I'm going to bring my timeline over to something like frame 150. I don't want it to be on frame 125 where the translation stops. Because if I have the warbling stop at the same frame right there, it'll look like the whole animation stops Efraim one-to-five. I'm going to offset this a little bit and press I on the minimum value. The maximum value. And then, oops, actually I forgot to change the values. I'm going to set the minimum value to seven, and I'm going to set the maximum value to 15. And I'm going to press I and then I. So we have a keyframe right here. Then I'm going to come over to the end and I'm going to duplicate the first keyframe, like how I did with a translation that so I'm going to press select the first keyframe, press shift D, and move it over to frame to 50. So that this will loop as well. Then if we bring our timeline over, you can see the walls are doing some crazy stuff right there. Then the final thing we want to animate is our noise texture that the spheres change in scale. So at the beginning of the animation, I'm going to hit I on the WWE, makes sure your timeline is back at 0. And then I'm going to move my timeline over to maybe frame 140. So again, I'm offsetting it from both of my other keyframes in the animation. I don't want it to be on the same frame as my Translate instances or as my rotation. I'm going to change the w to something really low, like 0.05. It really doesn't take much movement in the w to have a drastic effect. I'm going to hit I again over the w to set a keyframe. And I'm going to bring my timeline all the way back to 250. Select my first keyframe like I've been doing, and duplicate it over to frame 250. And now we should have a pretty cool animation. If we come over to camera view. By hitting that little camera icon, zoom in, we can see the animation. So let's play that real quick. Alright, looking pretty cool. Now that's the main aspect of our animation. We are officially done with the geometry notes. So now that we're done with Geometry notes, Let's close this window since we don't need the geometry node editor anymore. So I'm just going to hover till I see that little cross here at the bottom left and then bring it over to the left like that. And now we have our layout view again. And to animate this plane like I did in the original file. What I'm going to do is I'm going to set an eye frame 0, make sure your buyer frame 0, I for location. Then I'm going to drag the timeline to the frame where the translation notes in the Geometry Editor stop right up frame one-to-five. This one we stopped the animation. We can see the balls come all the way down here. And so I'm going to move my plane down below those spheres, done to someplace like this, maybe, maybe a little lower here. And I'm going to press I for location. Then I'm going to move my timeline over to frame to 50 and duplicate these keys again all the way over to frame to 50. And now the plane should animate along with the spheres. So if I play this animation, the plane moves down. So it looks like the character is hovering. And then our animation rotates back and it loops perfectly. Now that is it for animation. And we can start moving on to lighting and texturing the scene. 5. Lighting The Scene: Okay. Now for lighting the scene, I like to keep things pretty simple. I'm just going to add in to area lights and have one mainly be focused on illuminating our character and one be focused on illuminating the background. We can tweak the lighting if you want. You could add a third area light. If you want to add a fill light or something, or a hair light up here. So first I'm just going to press Shift day to get a light down here. And I'm going to choose area light. And then I'm going to move this over to someplace like here, and then just rotate it. The character. I'm going to move it on every axis, except the z-axis part, pressing G, Shift Z. And then I'm going to move it so it's pointed at the character. I'm going to scale it up a little bit by hitting S. And then I'm going to increase the power of this light to something like 1 thousand. We'll see how that looks. Okay, so that's way, way too then we're going to bring this up to something like 5 thousand quick. Then. That is looking a little bit better. Let's scale it up again. That the lights a little bit more diffused. Then maybe bring up this power again to something like 6 thousand. Then let's Shift D to duplicate this slide. I'm going to press Shift Z so it doesn't move it along the z-axis, someplace like over here, and press RZ to rotate it along the z-axis. So it's more pointed like that. G x and then g of y. And this guy is gonna be more focused on the background. If we go into our camera view, this is what we're looking at right now. So pretty simple light and set up the light in the background and the foreground light. I'm going to actually move this background light a little bit more and get the lady and the way I like, alright, I'm like no lighting like this. We get a little bit of shadow. This side of the spheres and our background is eliminated. Again, we can fine-tune this when we move into texturing because it's really hard to adjust your lighting when you don't have any texts for some objects. But this is looking pretty good, so I'll keep it like this for now. 6. Texturing: Okay, so now that we have our lighting setup, the final step of the process will be shading our models. Right now. As you can see, they have no materials on them, but we will change that rate now. First, I want you to select the model you're using for the animation and then go into shading. And what we wanna do is press New on the shader editor and rename this material to something like instance. The way I created this material was used to color ramp and a separate XYZ node. So first we'll press Shift a to add an color. And we want to plug that color into the base color. And we want to add a separate XYZ node. Now, right now, this material is actually not being applied to the spheres correctly. We actually have to go into Geometry notes and add a node to change their material. First, let's do the mapping on the separate XYZ. So press Control T. This is where the Node Wrangler comes in handy. Is it gives you that control T shortcut to add a mapping in a texture coordinate, distillate the image texture, or pressing X, and then move these close and plug the vector into the vector and the object until the vector. Now we have this instance material, which we will add more things onto, but I'll just keep it at this face right now and add it to the geometry. Let's head up to geometry nodes. Click there. And then let's move our group output out a little bit and press Shift a to get the Add menu and then search upset material. And this will allow us to give the instances of material and then click this little material button and choose instance. So now that material is being applied to our spheres, as you can see right here. So first of all, we don't want black and white base color. So we'll change that to get the effect of therapy in a really like a line, a hard edge right there. You have to crunch these values. Then let's change the base color. So what I like to do is crunch these values to get that harsh line right there. Like you see there. Something like 0.05 works fine. And then we went to change these colors to a red and gold. And the gold will be the metallic, and the red will be the last, like you saw in the original animation. So first operating this brightness way up, then I'll choose some reddish gold material like this. And right now there's no metallic, so it looks a little bit weird, but we'll fix that soon enough. Now, I want you to press Shift D on the color ramp and bring this one down here. Let's actually move this coloring up a little bit. And we want this guy to be plugged into the metallic. So first, we might have to switch these values around inside the colorRamp. But first, I want you to change this red to a black value to just bring this all the way down. Because metallic, these other nodes, such as metallic roughness and transmission, which are what we're gonna be using. All of these use Alpha values, which are blacks and whites. To get the best result. You want to use a black value and a white value. And then plug that same separate XYZ to the factor of this color ramp can plug the color into the metallic. And so I see there the wrong way around. If you want the gold to be metallic. Also, I forgot to change this to red. So I'm going to bring this to a red value real quick, something like that. So first let's press Flip color ramp, and they're all the way over here. But we can move this white value in and move this black value in life and set this black guy that 0.05. And as you can see now, the red value is not metallic and the gold value is metallic. That's a little bit dark and saturated, so we can adjust that color a little bit here. Let me make that a little less saturated like this. We can do some fine tuning in a little bit. But let's get the main colors down. So now I want you to duplicate the same color ramp. This next colorRamp will adjust the roughness. So let's move these ramps up a little bit. And there's this ramp up and plug it into the roughness. And then we went to plug the z into the factor like we did with these other color ramps. Actually, this is what we want, but we don't want our metal to be completely flat. We don't want it to be completely white. So click on that white value. We just want to bring this down to like a mid gray. So as you can see that metallic is getting reflected again, something like this. I think it looks nice right there. But you can see the pink is perfectly reflected, which is what we went in the glass. Now let's duplicate this upper node one more time. So press Shift D and then bring it down. Oops, I connected it to a node. That's not what we want to shift D, bring it down right below the other three color ramps, and plug the z of the separate XYZ into the factor, and then plug that color into the transmission. And so right now, I believe it is trying to make the gold transmissive and the other material not transmissive. And so we want to change that by flipping the color ramp, bringing that black value and then crunching and not white value. As you can see, it's turning into glass, which is what we would set that white value to 0.05, like we did with the other color ramps. And now we're getting there for sure. We've got the glass and the gold. Let's set into camera view to see how that's looking. And that's looking very cool. Alright, I do want the glass to be a little bit less saturated, I think a little bit more of a pink. So I'm going to bring that more towards the pinks and make it a little bit less saturated. Maybe something like this. Then this gold, I want it to be a little bit more saturated. Actually, I'm going to bring it more into the orange values. We're starting to get something that looks, Looks pretty cool. This is where it really just comes down to personal preference. You could make this a blue back and look pretty cool. Or you could make it like a purple or something. It all comes down to what you like, what she went this model to look like. So I'm just going to keep like this. I think it looks fairly nice. Then. Now let's add a material for the background. So I'm going to change the viewport shading and I'm going to select the ball. So right now I have all the little guidelines and stuff turned off. So I'm going to press Shift Alt Z to bring this back. Select my wall if they ever disappear, it's because they're pressed Shift Alt C, which makes them disappear. So you can toggle between no guides or guides by pressing Shift Alt Z. I want guys right now, so I know what I'm clicking on. And then press New and let's name this material back ground like that. And for this material, I'm thinking of actually using a gradient. We could use the separate XYZ and create the gradient along the z-axis. Or we could use a gradient texture. This is up to personal preference. This is where you get to do some testing and see what you like. I'm going to add in the color ramp. Can plug this into the base color. And then I'm going to add in a gradient texture. I'm going to plug the factor and the factor. And let's do a Control T. We have some mapping. I'll click the object into the vector. And actually, I think the scale is a little bit off for that. So let's select all these scaled values and bring them down to something like 0.3. Then let's move it along the x-axis. We have something like this. Spring that scale down a little bit further. It's like 0.20.25 is probably good. Bring it forward a little bit. Again, this is just testing what you like. And then I believe I went to the top value to be white. So I'm going to change this black value to white. I'm going to change this white value. It's maybe a pink or a red. Right now it's really hard to see, but if I bring that color and value and a little bit, you can start to see it more. Think we have the scale a little bit too high. I actually, I'm going to bring this back to 0.35 and then move it forward a little bit. Then I'll bring this to a brighter color, kind of a Reddy pink. So actually probably can't really see it right now. So we're going to have to move this gradient forward until we do see it like right about there. We got to bring the scale up also to like 0.5. So we get some of that white back in. Let's look at the rendered view. That's looking kind of cool. It's simple, but it's an effective design. I'm going to bring that pink in a little bit. I'm going to move that pink a little bit forward. I think there's something like there. I'm liking that. And if that pink back actually bring it a little forward again, bring up that scale to 0.6. Again, this is just adjusting. If you looked at that 0.5, feel free to keep it at that. I am just going to keep working until I get something that I like. I think 0.75. It's actually bring that skill back down a little bit. 0.5. That's looking pretty good. Again, move it forward a tiny bit. I'll bring this color a little less saturated. So it's a slightly less pronounced effect. I think. There we go, and I'll move it a little bit forward. Bring that scale a little bit further down. Again, I'm kinda going back and forth until I get something that I like. I'm starting to like this. I think I'll switch back over to my model and start doing some adjusting. So we're going to press Shift Alt Z so I can select my model again. I'll go back in the camera view, go into my render, and press Shift Alt Z so that nothing is in the way I can see it clearly. Now, I do want to bring down this red a little bit. I think everything's looking a little bit reddish. So I'm going to bring this orange more to a yellow value and a little bit less desaturated. Because what's happening is the light is reflecting around and it's turning the metal a little bit further read. So to counterbalance that, I'm just making the metal slightly more yellow. I'll select this red and I'll bring it more towards a bluey color. Actually do like that a little bit. It's a little bit too much. I think. I'll bring it back to the pink right here. And it's looking pretty good. I'm liking that a lot. In there. You have it. There's the scene textured and lit up. It's looking pretty cool. 7. Exporting The Animation: Okay, so now that we've finished pretty much every aspect of the project, the final step is rendering out our frames for the animation. I'll show you guys some of my output properties. My camera format is 1536 pixels on the x and 1920 pixels on the why. This is so that the camera fits my character. If you have a different shape, you may need to adjust these values so that your shape fits better in the composition. My frame rate, I keep at 25 FPS. The animation is 250 frames long, so it'll be at 10 second animation. You want to keep your frame start at one and at 250. Then you want to choose a folder for your outputted frames. Then you want to change the file format to PNG. And that's about it for the output settings. Once you have all of these changed to what you want, you want to press Control. And then F2 on the keyboard, or come up to render, and then Render Animation. Okay, now that you've rendered all of your images, which you want to do is press File and New and choose general. And then you went to change your editor type two video sequencer. And this editor will allow us to take a bunch of images, PNGs, and turn them into the animation. So press Add and then image sequence. Then you went to navigate to the folder that has your images and press Add Image Strip. And for me, I only rendered out ten PNGs. You guys should have rendered out to 50. So you want to keep your end at 250. I'm going to change mine to ten since I only have ten images. And then in the output properties, you actually, what we should have done is we should have changed this earlier to 1536 and then 1920, and then added the frame afterwards. Because right now if I press F12, that's all wrong. It's all weird. So let's press X to delete the image sequence and then add the image sequence again with the correct format. I'm going to press a to select all my images. Add Image strip. Now if I press F2, I get the image there, which is what we're looking for in your settings. So you want to change your frame rate to 25 frames. Again. Also, one more time. You want to keep your frame start at one and your end at 2f0. I'm only changes my end to ten because we only have ten images. Then you want to select a folder for your animation. And you want to change the file format to FFmpeg video and change the encoding to MPEG-4. And that's about it for our settings. Next, you can press Control and then F2 to render out the animation. Now, it did a super-fast for me because only have ten frames. So it might take a little bit longer to render out the final animation, but it'll be a video in the folder that you selected and congrats on making your first abstract animation in Blender. 8. Outro : If you've made it this far into the course, I want you to give yourself a pat on the back, congrats on finishing the project. I hope you enjoyed making it and learn something from it. If you want to see my future courses when they come out, make sure to follow me. Thanks for watching and have a great rest of your day.