Creating and Animating Text in Blender 3D | Elizabeth Ann | Skillshare
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Creating and Animating Text in Blender 3D

teacher avatar Elizabeth Ann, Digital Artist

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

      0:37

    • 2.

      Class Project

      0:26

    • 3.

      Downloading Blender

      0:52

    • 4.

      Blender Interface

      6:01

    • 5.

      Blender Shortcuts

      5:13

    • 6.

      Creating & Editing Text

      8:21

    • 7.

      Applying & Animating Physics

      10:22

    • 8.

      Lighting & Camera Setup

      11:38

    • 9.

      Redering Image & Animation

      7:05

    • 10.

      Creating Video from Frames

      2:33

    • 11.

      Thank you

      0:19

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About This Class

This course is for anyone who wants to get started or has some experience in Blender. In this class we will:

  • Learn How to Download Blender
  • Learn Blender’s Interface
  • Most Used Shortcuts
  • How to add text to a scene
  • Apply Physics to Text
  • Animate Physics
  • Rendering Images & Animations

We will create a deflating and inflating text animation using a physic simulations like clothe and collision that can be manipulated in multiple ways which will promote and allow you to play while learning in Blender. This class is for any skill level, complete beginner or advanced, but is perfect for anyone who wants to get their feet wet in Blender 3D. 

Image created in this class:

Meet Your Teacher

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Elizabeth Ann

Digital Artist

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Level: Beginner

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Transcripts

1. Introduction: Hello, my name is Elizabeth. I'm a digital artist that specializes in Adobe Photoshop, After Effects and blender. In this class, we will be creating a balloon text effects in Blender. This class is for any skill level we walk through and explain every step. We will start by learning how to download blender. We will walk through the interface and learn important shortcuts that will increase your workflow. Then we will create an edit text, add physics to that text and animate the physics. Once our simulation is done, we'll set up a background camera and lighting before rendering out a single image and an animation. Let's get started. 2. Class Project: The project in this class is to create your own text balloon. I want you to use what you learned in the class to customize your text, the color, lighting, and camera angle. If you have any questions, please feel free to post them in the discussion section of this class. And I will answer them as soon as I can. Once you finish your project, go ahead and post the picture in the project section of this course. I look forward to seeing what everybody creates. Don't forget to have fun. 3. Downloading Blender: All right, The first thing we're gonna do is we're going to download Blender. Blender is a free and open source 3D software that is available for anyone to download and use. It has all the bells and whistles needed to create 3D and render 3D scenes or assets. It has modeling, rigging, animation, simulation, rendering, compositing, and motion tracking. You can either edit videos and create games in Blender. The software is amazing and it's even more amazing that it's free to download Blender, go-to blender.org. You will see the big blue button that says download Blender. Make sure that you are choosing the operating system that your computer has. I have a Mac, so I would go with MacOS, go ahead and download it. And once it's downloaded, go ahead and open Blender and we'll get started. 4. Blender Interface: All right, Before we get started going through the interface, at the bottom left, there's going to be some letters that pop up. That's my key, casting, whatever I'm pushing on my keyboard, you'll be able to see it over here. Alright, let's get started by walking through the interface of Blender. In the top left, you're going to see your basic file edit, render window help options. But moving along that line, you're going to see some words that say layout modeling, sculpting, UV Editing. These are different workspaces. So blender has made workspaces that optimize for different things that you're doing inside a blender. So let's say you're animating something in Blender. You're gonna be able to move around here, but also see how the camera would see over here. And then have your timeline where your keyframes of B. And you just have to have this workspace by going up to animation. Say you're sculpting something. They've made a workspace to where you have all your brushes on the left-hand side and the options for those brush on the right. So the one that we're going to use the most is layout. But we can also use the animation one here later on as well when we're setting up our camera, okay, if we move on below that, you're going to see some tools. So this is your selection tool. You can select objects with this. If it's highlighted orange, that mean that object is selected. You can drag out a box and select all the objects. Alright, let's go down below. If you click on the object, you will see some arrows pop up. This is your move tool. You can move on the x, I'm sorry, this is the z-axis. Move on the z, the y, the x command or control shift to undo. In Blender. Below that you have your rotation tool. Same thing. You grab a certain color, it's going to rotate on that axi. Below that is your scale. This is going to allow you to scale or make your object bigger or smaller. And below that one is everything altogether. This is the one I use the most so that I don't have to go back and forth in picking a tool. So you can move, scale, and rotate with this tool. Undo all of that. To the top-left, underneath your menu bar, you're going to see different modes. Object mode is what you use to change the properties of an object as a whole. You're not trying to deform or model. You're just trying to move it or scale it as a whole object. We do most of our stuff, especially in animation, in object mode. If you dropped that down, then the other mode that we're going to use in this class is edit mode. This mode allows you to change the geometry of your object. So let's say we wanted to pull this corner out. This is a vertex. Let's say we want to grab that and move it around. Let me scroll up. I'm sorry. You can see we're moving just that vertex. You can also, you can also select two vertices by just clicking on one, shift, clicking on the other. And you can move both at the same time. Okay, another section in edit mode is edge. This allows you to change the geometry by using the edge of an object. Then you also have face mode, which you can grab the entire side of an object. To change between these modes, you can just hit 12 or three on the keyboard. Not on your keypad, but on the keyboard. 12 or three. Okay. In the next section we're gonna go over some shortcuts that's going to teach you how to move around your scene. But for right now, I'll just tell you that when I scroll in or out, I'm just using my wheel on my mouse. And you can also use your keypad to move around your object. Or if you don't have a keypad, you can use this little icon up here to scroll around your scene. Alright, let's go back to object mode. And you'll see next to object mode. And you can have view which allows you to change the view of your scene. And you also have different options to add different meshes to your scene. Curves. You can add another camera, some lights and texts, which we'll do later on. All right, if we go up to the top right, you can see these four little circles. These are different ways to view your scene. We have wireframe which allows you to view your scene as if you can see through your objects. Solid mode, which is the one that we're gonna be using the most because it's a less taxing on your computer. We have material mode, which is kinda like solid mode, but it allows you to see the colors on your objects. We don't have any materials on our cube, so it's just coming up white. And the next to that is your render mode. This allows you to view your scene as it would be when it's rendered out completely. Alright, let's go back to Solid mode. And next that is your scene collection. This is where all your objects are kept. So we have our cameras are cube and our light, if you can't find something in your in your scene, but you see it in your scene collection. Click on it and it'll highlight it in your scene. Below. That is our properties panel. This is where you can add or edit things about your object in your scene. So say we have our light selected and we want to change the brightness of our light. You do that here. You can change the power, you can change the color, you can change the type of light. Same with the cube. You can transform the size of it in your Properties panel. You can move it and rotate it. You can add physics to it. You can add modifiers to it. Okay? All the things that you wanna do to your object, you're basically going to use your property panel. Below is your timeline. This is where we're going to add keyframes and edit. In the next video, we're gonna go over some shortcuts and tools that will help you easily move around and optimize your workflow in Blender. 5. Blender Shortcuts: The next thing we're going to go over is shortcuts in Blender. To easily navigate the software, it's important that you know, some shortcuts. So we're just going to go over a few in this section of the class to start, to zoom in and zoom out. If you have a scroll on your mouse, you can scroll in and scroll out using that. You can also go to here to this Zoom and click and drag up or down to zoom out. The hand is basically so much you move around your scene. If you click on the hand and up and down, that's going to show your scene. If you have a number pad on your keyboard, this is a great way to move around your objects. So if you hit one, you're gonna get the front view of your object. To see what I'm pushing. You're going to see a key cast down here. And that'll be active the entire class. So to go back to that one, you're gonna get from view. If hit three on your keypad, you're gonna get a side view. Seven, it's gonna be the top view. And then if you hit 842 or six, you can scroll around and move around your scene. This is very helpful when you're trying to locate different faces or to see different sides of a model. Another way to do this, if you don't have a keypad, is to use this little z, x, y icon. You can click and drag on these and scroll around the scene as well. Some other important shortcuts are S, G, and R. Before we go over that, we're going to go over to the left. And you'll see these icons that are arrows, a circle, couple of boxes, and then all of them together. These are going to be tools that you use to move your objects and to transform them. So the arrows are just to move them on one access. So glad that grab the blue arrow, you're gonna go into Z, green, you're gonna go on the Y, and red, you're going to go on the x. Okay? This is your rotate, the same thing. To go on the Y. And the X on the Z scale is gonna be to make your object bigger or smaller on a certain axis. So this is your z-axis, your x-axis access, and your y-axis. And then the tool below that is all of these tools put together. This is the one I use the most when I'm using this because it has it all and I can don't have to come back over here and select something. Now, if you don't want to use the tool, another way to do something is to hit SR or G. So scale, rotate or grab. If you want to grab something and move it only on the y-axis, you're going to hit G. And then y is only going to let you use it on that axis. I'll undo that by Command or Control Z. Same thing, the excess X axis, g, x, and you're only going move it on the x-axis. The same thing goes for rotate and scale. So if you want to rotate it on the z-axis, hit R and then z, and you can rotate it on your z-axis. Undo that. And the same thing with scale. If you just want to scale it on every access, you can hit S and it's gonna go on every access. Okay, if you only want to do it on a certain one, need to hit S, Z, scale it up or scale it down as Y, scale up or scale down. Same thing. Same thing with Grab. If you want to grab it and just move it around freely. Just select the object. Say you wanted to grab this light, selected, hit G and you can move it around however you want. I don't recommend this because in the 3D space, It's really easy to get lost and move completely out of the area that you want to be in. So I would just do grab and y and move that way. Okay, Now if you want to delete something, instead of hitting the delete key, which is not delete in blender, you hit X and this menu is going to come up and hit Delete. Okay, to undo that, you can do Command or Control Z. If you wanted to add something to your scene, instead of going up to add, you can hit Shift a and that menu will come wherever you are. Now if you want to make a copy of something, select the object that you want to copy. Shift D, click on your left mouse key to set it. And then you can move that copy out. Undo all of that. Now we're ready to get started. 6. Creating & Editing Text: Alright, now we're going to start creating our scene. First thing we're gonna do is delete all these items so we can drag out a selection box, make sure they're all highlighted and hit X on your keyboard and then delete. If you don't want to do a selection box, you can just do one by one by clicking Next delete, clicking X Delete, and same for the light. Okay, Now the first thing we're gonna do is we need to add some text to our scene. And we can do that by either shift a and go to text, or you can go up to Ed, then text, and you'll see the word texts appear in our scene. Let's scroll in a little bit so we can see Center. You can also see that is flat. And we don't want it to be flat, we want it to be angled. We want it to be standing up so we can see it. Let's rotate it on the x-axis. So we have it standing up straight. Easy way to do this by hitting R, x and then 90. And you'll see, then hit Enter. And you'll see our texts stands right up. You can also do this by going to your Rotate tool and rotating it until you see it standing straight up. It's a little bit harder to get it exactly 90 degrees. You can also do this by bringing out your transform box by hitting N on your keyboard or hitting the little arrow over here. And you can see rotation. And we're going to hit 90 in that box and it'll do it for us as well. Alright, now that we have our texts created, we need to type in what we want to do that we need to be in edit mode. Let's tab into edit mode by hitting tab on our keyboard. Or you can go up and just change it yourself. And you'll see that the cursor pops up. Now, when you're in edit mode with texts, delete is not x. It's actually the delete button. I know it's confusing. So delete the word text and type in whatever word you want. I'm going to type in balloon. Maybe I'll make it capital letters because we're making some balloon text. One thing we want to do as well because we're inflating these letters. They're gonna get a little bit thicker and they're going to run into each other and we don't really want that to happen. So while we're in edit mode, we're going to go back and we're going to add an extra space in between each of these letters. Just hit your arrow key, go between the letters and hit an extra space on there. Okay, so when we inflate these, they're not gonna be running into each other. Alright, once you have all your space is done, let's go back into object mode. And we are going to make some edits to our text. Let's find that little a in our property panel. This is your text properties. In here. You can do just about everything. You can make your texts thicker. You can bevel it, you can change the font. You can change the size in here. But the two things that I'm going to show you how to do is change the geometry by extruding. And we're going to bevel a little bit. And then we'll also show you how to change the font really quick. There's only one font that comes into Blender, but you can add your own. If you want. You can go and download some on the Internet and then bring it into Blender. To do that, you just have to hit this folder by the font and then navigate to the font that you want to import. And you'll see that your font changes right away. Alright? I'm gonna go back to the other font just so that we're all on the same page. But one thing that we're gonna do is we're gonna make this text thicker. Because if you go to your side view, you'll see that there is no thickness to this. So to do that, we're going to go and extrude our text. So if you go to the geometry portion in the text panel and you'll find extrude. Blender works in meters. So we don't want to extrude this a lot. So let's say that we go to one, hit Enter. You see it's huge. That's actually three feet. So we don't want to do with that big, we want to operate in decimals in Blender. Usually. Let's scroll around and you can see that now we have some thickness to our text. I think that looks okay. I might go a little bit lower. It's 0.05.075 maybe. Alright, that looks good. The next thing we're gonna do is we're going to bevel the edges. This is going to help us get rid of these sharp edges that we have on our letters. Blues don't really have sharp edges, so we want to round it out as much as we can. And to do that, you add a bevel. So in texts you can do it without adding a modifier. And to do that, you just go right below geometry, you'll see a bevel option. If it's closed, you just got to hit that arrow down, stick on the rounded portion and then raise the debt. Again. Don't go too high because if you go to high, everything's just gonna go crazy. So we want to round this out. Let me get a front view so we can see all of the. Letters. And then let's just round this out a little bit. I want to keep it so that there's still that little hole in the a because if I go too high, that whole disappears. So let's just go to about 0.04. Might be different for whatever letters or font you're using. So just play around with it until you get a nice rounded edge. Okay, so the next thing that we wanna do is convert this to a mesh because we want to apply physics to this. Right now it's just a curve. If you go to your scene collection, you'll see this little line with two squares. That means that you have a curve here and not a mesh. So it'd be tab into edit mode. You'll see that you don't have any faces are vertices on your text. So to apply physics to something that we need it to be a mesh. So if we go to our physics properties, we don't get a lot of options. We want to add a clot physics to it. And we can't right now because it's not available. So to convert your text to a mesh, all you have to do is right-click, then bind, convert to, and then click mesh. Or you go up to the objects tab and go to Convert and then mesh as well. Okay, and you'll see that we have more options in the Physics tab. And if we tab into edit mode, you'll see that we have faces and vertices, but our mesh looks terrible. And if we apply physics to this, it's gonna be a mess. We want to have a very clean mesh, have faces and edges that are the same size. So in Blender goes to add physics to it. It's easiest for it to calculate. So to clean up our mesh is pretty simple. All we have to do is add a modifier to our text. So tab back into object mode, go to your Properties panel and find that little wrench. This is your modifiers. Click down on it and then find Ramesh. It'll be under the Generate section. Click Refresh, and you'll see it messes up your texts a little bit. Don't worry, we're going to fix that, go to the voxel size and just decrease it. And you'll see that it starts going back to what you had before. Alright, makes sure that all the little holes that you want and it's still there. I might go down a little bit more. All right. I think that's good. Once you have that done, we're going to apply this modifier. Once you apply a modifier, you can't change it again. It's gonna go on your measure and it's going to be there. So let's apply it. And it would tap back into edit mode. You'll see that we have a very clean and organized mesh. Most of the boxes are the same size. Okay, now that we have that done, it's time to start adding some physics to it. And we're gonna do that in the next video. 7. Applying & Animating Physics: Now we get to do the fun stuff. Adding physics to a mesh is very fun. Before we get started adding physics, we need to understand that blender can get overloaded very easily with physics. It's very taxing on your computer. So be sure to save your file as often as you can. Also don't take the physics properties too high because it's just going to be too taxing and blender can freeze and you can lose all the work that you've done. Up to that point. Once you've saved your file, Let's select our text and go to the Properties panel. And let's click physics. There's a bunch of different things in physics that you can do. We're only going to work with cloth and collision today. But there you can add other forces outside of the mesh that will affect the mesh like wind, you can create a soft body which will make your mesh kind of bouncy. You can add fluid to your scene. There's so many things you can do with it, but it's something that you need to play with to really understand each one of them. Once we have our text selected, let's go ahead and click cloth on our physics. And you'll see all these cloth properties pop up. But for right now, let's go to our timeline by dragging that up. And you'll see your play heads at one. Just hit the space bar. You see our Texas falling. Why is it doing that? Well, it's falling because in our physics, there's gravity. And if you go to your field weights, you'll see the gravity is all the way at one. If you bring that all the way down and then hit your space-bar again, your text doesn't move. But we want to have gravity in our scene because we want it to be a little bit realistic and have our balloons float. So let's bring that all the way back to the beginning. Let's bring our gravity backup to one. To make this not fall, we need to add a object with some collision on it, so it will fall on that object. Okay, to do that, we're going to add a plane to our scene. So let's hit Shift a, go to Mesh and plane. You can also do that by going up to add mesh plane. Alright, let me toggle my view around, and let's scale this plane up so that it is the size of our text. So just hit S on your keyboard and drag your mouse out, scale it up. And then we need to move our mesh text so it's above the plane and every letter is on top of it. Okay. That looks good. Now, if we go back to our playhead and hit Spacebar, it's still falling through. This is because we didn't add a collision to our plane. Without the collision. Just imagine that the plane is air without the collision. When you add a collision to it, it turns into concrete. So let's click their plane and then select the collision. And that's all you have to do. Hit the Spacebar again. And you'll see that our text is turned into mush. That's okay. We're going to fix that by adding some pressure to our texts. So let's hit the Spacebar to stop our playhead. Drag it all the way back to the beginning. And let's click our text and go play around with these cloths settings. I'm very sorry, I forgot one thing. Before we play around with our pressure settings. Let's change our render two cycles. So go to this little camera right here, click on it. Clock to render engine and hits cycles. I want to work at cycles because when you add lighting to a cytosine, it's more realistic. And the reflections are going to be better than they are in ED. Cycles does take a little bit longer to render at the end of your scene. But because we're only doing an image and a very short animation, it shouldn't take that long. So change your render and into cycles. But also feel free to play around in EV so you can get an idea of the differences of each one. So let's go back to our physics. Let's go to the text, make sure that's highlighted and find where it says pressure. If it's not toggled down, toggle it down, and let's activate it. Alright, so let's see what happens if we add some pressure to our text. Let's just go with a crazy number, like a thousand. So you can just see what it does right off the bat. Hit the playhead and you'll see that it just inflates our texts. We're already halfway there. But because we have gravity, it's just going to fall. So let's go back to the beginning and let's see what happens when we inflate our texts and take away all the gravity. Turn your gravity all the way down. Go back to your playhead, hit Spacebar, and let's see what happens. It inflates and it slowly starts to float away, which is exactly what we want. Alright? You can stop here if you want. If you don't want to have your texts deflate and inflate, you can stop right here and then move on to add cameras and lighting. But if you want to learn how to add some keyframes, stick around because we're going to add some keyframes so that our text is deflated at beginning and then inflates. So to do that, we are going to go, Let's say that we wanted to inflate around a 100 frames just to let you know, a frame is basically one image. But An animation, you're just adding all these images together to get a sequence. A second of animation is 24 frames. So a 100 frames would be about five seconds. So let's just go to a 100 frames and we're going to add keyframes to everything we have right now. We have changed the gravity and the pressure. So go to your pressure and just hover over that section and click I on your keyboard and you'll see that it's turned yellow. And on your timeline, there's this little diamond That's a keyframe. So that's going to mark what's happening in your scene at that point. Let's go to the gravity. And we're going to hover over it and click again. Okay, and you don't see two keyframes, but both of those have been keyframe. If you go to your summary, you'll see that you have a pressure keyframe. And again, gravity keep keyframe. That's perfect. That's what we want. So let's go forward. I'm sorry, let's go back in our timeline and let's deflate our text by, let's just say we go to, let's see what happens when we go to ten, okay, ten. And then I again to add a new keyframe so that when we are here, it's going to deflate. And then let's bring our gravity back up to one so that the balloon is resting on the plane. And then once you have it at one, I was hovering over and create a keyframe. Let's go back to our playhead and go all in the beginning and see what happens. So it's falling down. Let me move my way around so we can see it. So far. Good. This is what we want. Alright, and then you see it's starting to blow backup. Looking good so far. Alright, and they're starting to rise up. Well that it looks terrible. There it goes. Okay, in the end, a little wonky. But we can do, we can make it so our gravity goes to 0 faster. And maybe that'll help it rise up a little bit faster. So let's go back to our keyframes and find where the gravity is. And let's take that 0 gravity keyframe, which is the one at the end and let's drag it forward. So that's happened sooner. Also. Let's make it in flight a little bit faster by dragging all the other keyframes to, let's say 80. Let's go back and let's play it again and see how that one looks. Alright, and I think that looks good. And the longer it plays on, the more the balloons are going to float away, or the text is going to float away. Alright, so the next thing we're gonna do is we're gonna bake the simulation. You see how it takes so long to go through. That's because every time it's going through blenders calculating what's going on in the scene. We bake the simulation. It's gonna do that calculation once and it's going to save it so that we don't have to recalculate every time we play ahead to bake it. Let's go back to our playhead and go to the beginning. Select that text, go back to your Properties panel. And you'll see something that says cash, toggle that down. Then we're not going to make this 250 frames. This is going to be a shorter. So let's make this animation about, let's just say 160 frames. Then we can go to our cash and we're gonna change this to 160 as well. Okay, and then let's just click Bake. I'm going to fast forward through this so that you don't have to wait for it. It's going to take a few minutes. Alright, our animation has been baked. Let's go ahead and see how this looks by pushing the spacebar and plenty through. It's deflated and it pops back up and starts floating. Perfect. The next video we're going to add some background, some lighting and a camera, and will set everything up so that we can render our image and a short animation. Be sure to save your file. 8. Lighting & Camera Setup: All right, the last thing we do before we render is set up our scene. We're going to create a backdrop. We're going to add some lights and a camera and then set it up to render some images and an animation. So the first thing we wanna do is create a backdrop and it's super simple. All you have to do is just extrude this edge over here. You do that because you want to smooth it out and adding another plane, we just make it a little bit more difficult to smooth out. To make your life easier. We're just going to extrude that back edge. And to do that, let's hop into edit mode. Let's hit tab on our keyboard. Make sure you're in edges. You can add two on your keyboard, not on your numpad, but on the keyboard. Or you can just click this little box right here. Select this edge in the back. We're going to extrude by hitting E. And then we're going to extrude on the z-axis by hitting Z. After you hit E, drag your mouse up. Alright, and if you scroll up, you'll see you have a backdrop. It's very square. Now let's move that backdrop out by beveling this edge that we just extruded. So beveling is going to round things out. Click on that edge, command or Control V on your keyboard. Drag your mouse out and you'll see it starts to curve. Scroll on your mouse. And the more segments you get, the smoother it will be click when you're done. Okay, that Bevel set. But if you tab into edit mode, move around, still has some of those edges that we don't like and that's going to show up in your scene. You can fix that really easy by just shading smooth. So right-click on your plane. Shade Smooth and those lines are gone. Go back around. And you'll see you have a very nice, smooth backdrop, but it's a little bit narrow. We need to scale it out a little bit. So let's scale it on the X axis to make it a little bit wider so that when we add a camera, we have more room to work with. Okay. Once you're done with that, let's go ahead and add a camera. And to add a camera, It's the same way you add anything else by Shift a and then find camera or you can go to Ed and go down to camera. Alright. Your cameras added right in the middle of the scene. But if you go to camera view by hitting 0 on your numpad or hitting this little camera, it's in the wrong place. That looks terrible. Shooting nothing. And easy way to move your camera around is go to your animation workspace. You'll see that you have your setup here. And over here, you can go to your camera view just by hitting 0 on your numpad. Now that we have this viewport over here, that is our camera view, we can easily see what our cameras seeing. So let's drag our camera back and you'll see that our view is changing on the left. Okay, let's drag our camera up, back some more, up some more. And I'm not gonna do crazy camera settings. We're just trying to align this up so that the plane and the text is in the scene. And remember that your text is going to be floating up. So make sure you have some extra space at the top when that text floats up. Okay. If you go to your Properties panel, you see it, you have a new camera tab here. You can change things in your camera. We're not going to go deep into this because it's a very extensive, but you can change the settings of your millimeters. You can add depth of field which will allow you to change your F stop your aperture gives you some blur and you're seeing, we're not gonna do that right now. But just know that this is where you can change some camera settings. All right, let's go back to our layout workspace, and let's go to our render view and see how it looks. Can't see anything. You can't see anything because there's a lighting in your scene. So we need to add some lights so that we're able to see what's going on in our scene. So to do that, same way you add everything else, shift a shift day, and lights. There's different types of lights. I use Area Lights the most because they're larger and softer. I like soft shadows in my scenes. But a point light is similar to like a lamp. The sun is the sun and a spotlight is a little bit more aggressive light on one area. So let's add an area light and it's added to our scene. Let's get out of camera view. Let's scroll around. And this is where you're just going to have to play because I don't know how you want your scene lit. And there's so many different ways to light a scene. You might want a really simple lighting. You might want dramatic lighting. You might want to make your lights pink, which you can. But I'm going to do a very simple setup. We're going to add some lights in the back and in the front just to make sure everything is linked. Okay. You can move lights around just like you move everything else around, just make sure that that line that's coming out of your light, that orange line is pointing at the thing that you want to be lit. Okay, so I'm going to rotate this around. And lighting and seeing for the first time can be very frustrating. But don't worry, it's worth it in the end. Alright, now that we have a light pointing at our texts, Let's go back to camera view. And let's go back to our RenderView. Still can't see much. That's because the power and the size of the light is very low and very small. So let's do. The first thing we wanna do is increase the scale of his life. With your light selected, just hit S on your keyboard and scale up that light. Alright, and you're already seeing, you're getting some more light right here on the edge of the backdrop. Let's bring that up and rotate down a little bit. Okay, Let's go back to our camera view. Getting there. Okay, now let's increase the power of the light. Let's go crazy when, let's say 5 thousand. Just so you can see how powerful the lights are in Blender. Wow. Okay. That's a little too harsh. On the left-hand side. The right-hand side, it looks good, but this is way too much light on left-hand side. So let's decrease this to a thousand and let's add some more lights so we don't get such harsh blow outs of the lights. Okay. Now, instead of adding a new light to our scene, it's easier just to duplicate the light that we already have. So do that, make sure that light is selected. Shift D on your keyboard, hit mouse button, and then just move that light or it's at the same height as your other light, which is perfect. All you have to do is rotate it around to point it at your scene. Go back into your camera view, see how that looks. If you want to rotate some more, just hit R on your keyboard and rotate it around. Alright, let's see how this looks when we play it. So let's play so that the animation goes through. Alright, let's stop it right there. Everything is still a little bit too lit. But let's see how it looks when we add some materials to our assets. So to do that, let's go back to our material viewport so that we can see the things that we're adding. Alright, I'm gonna get a camera view. I'm going to scroll in. Let's first add some color to our background. This is something you guys can customize yourself. You need to do the same thing that I'm doing. I'm just putting some color onto objects. So let's go to the background and go to your Properties panel and find this little beach ball icon. Click on that. That is your materials. Okay. We don't have any materials right now because we haven't created any. So to create a material, you'd have to hit New. And you'll see that we have plane and we have a material added. Okay, if you want to change this, use the double-click and then typing what you want. Then down below is where you edit your materials. This is where you can preview it. But we're not doing that right now. So if you want to change the color of your background, just click on this base color and move your little thing around and you can go green, blue, whatever color you want. This little slider is gonna make that Hugh, darker or lighter. Alright, I just want to have a very soft yellow, I think. Something like that. Okay. You add whatever you want. Now below that is where you can manipulate the surface of the texture. You can add the roughness. You can take away some roughness. What did you, what we're gonna do with our balloon to make it look like it's shiny. And there's a lot of other things you can do. But for right now, we're just going to add them to the material to our balloon. So let's select our balloon text. And we need to add another material. So click New, go down to that color and pick a color you want. I'm gonna go with dark blue and I'm going to make a little bit darker. Let's go in our rendered view so we can actually see how this looks with the light. Alright, and I wanted a little bit darker, maybe a little bit more blue. Alright, and I think that looks good. Okay, and if you look at, all right, now something we wanna do is we want to make it so that we can view the material when the balloon is blown up. So let's hit Spacebar. So it plays forward and then stop it when the balloons are completely blown up. Go back to your render view. You can see that we have a little bit of some lines like we did in our backdrop. Let's right-click on our texts and shapes booth. Alright, and that already looks better. One more thing we want to do is decrease the roughness on our material for our balloon. Because if you look at it, it's not shiny and reflective like a balloon is. Let's go down tomorrow materials and take that roughness and bring it all the way down till it's almost all the way gone. And you'll see that we get this shiny texture now on our balloon. And that's exactly what we want. So we go back to our camera view. This is how your scene is going to look at the render it out right now. Okay. I'm gonna play around with the lighting a little bit just to get those shadows in the background a little bit softer. You don't have to. If you don't want to. You want to keep your scene exactly the way it is. Go onto the next video and I'll show you how to render it out. I'm going to add a couple of lights to the back and raise this up a little bit as well. Alright, so all I've done is decrease the power of my lighting a little bit, and then I added a top light to light it from the back a little bit as well. I'm going to see how that looks a little bit stronger. That's too much. Alright, and I think that looks good. I might change the material, make this a little bit brighter. Alright. Play around with your materials and your lighting, and your camera angle and get it to what you want. And once you're there, go into the next video and we're going to render out an image and an animation. 9. Redering Image & Animation: Okay, Now that we have everything set up, it's time to render out our image. So the first thing we're gonna do is gonna do an image. And then I'll show you how to do an animation. To do an image, all you have to do is pick the point in your animation that you want to have rendered. I want mine to be when it's kind of all over the place. Okay. So I'm going to render out frame 99. Keep your play head on the frame that you want rendered. And let's go to our render settings. So we're going to render in cycles. And down here, you can see the viewport is what you're viewing right now. Your render samples, you want to keep a little bit higher than your viewport samples. So let's say I go in here and I change these viewport samples down to like 64. You'll see it's rendering out and the rendering is done. It looks okay. Go back out. You don't see much of a difference. There's a little bit of noise. Let's bring this up to a thousand where it was before. Okay, go in. Still rendering. The more samples that you have, the longer the render is going to take. But the more samples that you have, the better your image is going to look. You want to find a happy medium where you have enough samples tore. Your image looks good, but you're not taking a long time to render it out. Cycles takes longer than ED, but Evie doesn't look as great. So if we go into EB here, everything just looks kinda plastic and doesn't have the detail that cycles does. So if you go down below the viewport, you'll see rendered. This is the amount of samples that are gonna be used in your render. So let's change our samples to a little bit over what our viewport is. Let's go to 1500. Let's render out an image. Just go over to render and render image. A new box is going to pop up. Let me bring this down. Okay. And if you look at the top, it says frame 99. This is the time that is remaining, the time that you've taken to render extra that is time remaining. It says 13 minutes, but it's going pretty fast. And you go to the right. This is the amount of samples that are already rendered. So the longer this goes, the more better it's going to look, okay, I'm going to fast forward through this so that you don't have to watch it. And next we're going to render out a animation which is going to take a little bit longer, but we're going to render animation out with less samples, so it's faster. All right, So while it was rendering out that image, I realized that we don't need 5000 samples. We can go a lot lower. Let's just go to 150. Okay, and make sure you have de-noise checked on your render as well. And render out that image again. And it's gonna be a lot faster and look good. Bring this down for you. Scroll out. So our time remaining is now a minute. Everything's going a little bit faster and it's going to have somewhat of the same result. Alright, our image is done rendering and it looks pretty clean. So a 150 is good. So now we're going to go back and we're going to end her out, render out an animation. You can save this by going to Image, Save As, and then saving it on your computer wherever you want. Alright, now, the next thing we need to do is create a folder for our animation images to go into. You want to make sure you can find this folder very easy because we go to make our animation in the next video, you wanna be able to find it easy. So go to your computer and create a folder and just name it whatever you want. I'm going to name mine frames. Alright, now we're gonna do an animation. Everything is already animated and we don't want to render out the entire animation. We want to start, sorry. We want to start with our texts already deflated. So it looks like it's rising while it's blowing up. So go to your Properties panel and go to this little thing that looks like a printer. And this is where you get to pick where you want your animation to start and finish. So let's start around. It looks like it's down here. Let's start at 33. Okay. Then let's play. It rises up and floats and floats and floats. We can let it go to 160. It looks good. Okay, so leave it 332160, or wherever you want it to start from an output. This is where you need to change your folder so that all of these frames are going into a folder. What what blender is gonna do is render out each frame one-by-one. So you're going to have about a 130 images going into this folder. And then we're gonna take all those images and put them back into Blender and create an animation. So it makes sure that you have your folder selected. Find that folder, and click in it. Click Accept, and you'll see that the destination for your output has changed. Make sure you're rendering as PNGs, Okay? Make sure your samples are at 150. You can even bring it lower if you want to. Let's go to a 100 just to make this a little bit faster. This time, we're going to go up to render and render animation. So that blender goes through each frame and renders each one. Okay, I'm not gonna make you watch all of this because that would be very boring. I'll fast forward through this and I'll be back with you once my animation is done rendering. And in the next video we're going to take all of these images, bring them back into Blender, and then create a video sequence and rendered out the animation. 10. Creating Video from Frames: Okay, Now that I have all my frames rendered out, I'm going to go into a new blender file and make a sequence so that we can render out the actual video of the animation. So save your file that has all the texts and everything in it. And go to File New and go down to video editing. Okay, now we're gonna completely new blender file, so it's empty. So we need to go in and add our frames that we just rendered out. And do that, We're gonna go to add right here and go to image sequence. They needed to go through your computer and find the folder that has all those frames in it. Hover over that and just hit a, and it'll select all the frames that you just rendered out. Go to add, let me move this for you and then go to Add Image Strip. Okay? If you push play now, you see a, you have a video all rendered out. What Blender did was take every one of those frames, put them side-by-side in the sequence. So we're going to render out the animation. Now. We need to fix our frame range because our frame, last frame is a 160, I believe. Our last frame is 128, so we're gonna go to 128. Okay, and let's play this real quick. Okay, that's perfect because it stops here and then goes back to the beginning, which is exactly what we want. So now you need to pick a place where you're going to render out your animation. So I'm just going to render it out of my desktop so it's easy to find. And I'll just change it to animation and then hit Accept. Okay, and then we're going to go down to file format. We want this to be the jpeg. Okay? And then we're gonna go to render and then Render Animation. And this happens pretty quickly. Let me go bring this over here. And we're already done. Okay, let me go back and find my animation and open it up for you. Bring it into view. And you can see that we've rendered out a video now. So now you have an image that you rendered out and you've had the video. 11. Thank you: Alright, we have reached the end of the course. Congratulations, you can now create texts, apply physics and enemy and blender. I just wanna say thank you for taking the time to watch this class. If you have the time, you can review the course. I would love to hear your feedback. Don't forget to post your projects in the project section of this course. Thanks again.