Learn to Animate Text in Blender | Yassine Larayedh | Skillshare

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Learn to Animate Text in Blender

teacher avatar Yassine Larayedh, VFX 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.

      Trailer

      0:47

    • 2.

      Create the Text

      5:16

    • 3.

      Create the Boolean Object

      4:09

    • 4.

      Create the Text Animation

      3:46

    • 5.

      Create the Camera Animation

      3:46

    • 6.

      Shading

      5:49

    • 7.

      Finalizing the Scene and Rendering

      5:34

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About This Class

This short, practical Blender mini-course walks you through creating a clean, simple text animation from start to finish. The project is straightforward and designed for beginners who want to learn the basics of motion graphics inside Blender without any unnecessary complexity.

You’ll learn how to set up your text, build the reveal effect, animate the elements, and finalize the shot with camera movement, lighting, color, and basic compositing. By the end of the course, you’ll have a polished text animation that you can customize for intros, titles, or personal projects.

What You’ll Learn:

Video 01 — Creating the Text

We begin by adding and preparing the text inside Blender. You’ll adjust a few essential settings to get the look you want, setting the foundation for the rest of the animation.

Video 02 — Building the Boolean Mask

Next, you’ll create the Boolean objects that will be used to reveal the text. This step sets up the core mechanism behind the effect.

Video 03 — Animating the Reveal

Here, you’ll build the main animation that brings the text reveal to life. The goal is to create a clean, controlled movement that feels smooth and intentional.

Video 04 — Adding the Camera

You’ll finalize the shot by adding a camera and applying a subtle camera move. This small detail helps make the final result feel more dynamic.

Video 05 — Lighting and Color

In this lesson, you’ll add lighting and color to shape the mood of the shot. This is where the scene starts to come together visually.

Video 06 — Compositing and Rendering

Finally, you’ll set up a simple compositing node tree and render the finished animation. This ties everything together and prepares the shot for export.

Who This Course Is For

This course is ideal for beginners or anyone looking to create quick, clean motion graphics inside Blender. No prior animation experience is required.

Course Outcome

By the end, you’ll have a complete, customizable text animation and a clear understanding of the basic workflow for creating motion graphics in Blender.

Meet Your Teacher

Teacher Profile Image

Yassine Larayedh

VFX Artist

Teacher

I'm a VFX generalist, which is a fancy way of saying I do a bit of everything when it comes to visual effects.

I also have a bit of an obsession with the technical side of 3D--things like shading nodes and procedural stuff that make most people's eyes glaze over. But hey, it's fun for me!

I also happen to be pretty good at video editing. VFX and editing go hand-in-hand, so I figured I might as well get good at both.

When I'm not working on my own stuff, I actually enjoy teaching others how to do this kind of thing. I know, weird, right? But there's something really satisfying about breaking down complicated processes and seeing people have that "Aha!" moment. So, I started creating courses to share what I've learned.

Thanks for stopping by! Feel free to reach... See full profile

Level: Beginner

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Transcripts

1. Trailer: Hello, in this mini course, you're going to learn how to create this very nice clean animation style in Blender. This is a simple project and the goal is to take you step by step without overcomplicating things on how you can go about creating such an animation. We will set up the text, create the objects we need for the reveal, animate everything, and then add a basic camera move to make the shot feel more polished. We will finish then with some lighting, color, and a bit of compositing so the final result looks neat. And at the end, you will have a clean, simple animation that you can customize for your own project. If you want a clear beginner friendly walk through, this course is for you, and we'll go from just a simple text to the animation in no time. So yeah, let's jump in, and I can't wait to see you in class. 2. Create the Text: Hello and welcome to the first part of this text animation series in Blender. In this lesson, we'll start simple by creating the text and adjusting some key settings to nail the look we want. So yeah, let's jump into Blender. So hello and welcome inside of Blender. This is a fresh Blender scene. I'm going to pick General, and right away, I'm going to delete both of these by hitting X and then delete. Let's go Shift A, and I'm going to add my text layer. And to be able to edit this text, all you need to do is to just hit tab. Let's delete the text, and let's pick the word we're going to animate. In my situation, I'm going to type Blender, for example, and hit Tab to exit the edit mode. The next thing I want to change the look of this text. That's why I will go to the text properties right here and right away under font, you can pick whatever font you want. In my situation, I'll go here. I'm going to pick a nice font called Mont Montserrat Bold, open font. I will also rotate this text by doing Rx 90. And for the geometry, I can extrude it a little bit from here. So while you're holding shift to move in smaller increments, say we want it to be something like 0.02, this will be good enough. And actually, I might also consider adding some beveling to this text, and that's what you can do by going to the bevel depth and increase it while also you're holding shift until you get something, let's say, 0.002 and reduce the resolution to three. And now the last thing that we need to do is to duplicate this text multiple times. But here's something annoying about Blender. This text right now, it is not a mesh. It is a text object, and that would impose a lot of restrictions when trying to add certain modifiers and all of example, if you have a text object inside of Blender, sadly, you cannot even add a Boolean modifier to it. That's a big problem because our entire animation is actually based on using booleans, and that's why we need to convert this text into an actual mesh. But now that will cause another problem because later if you want to change the text or you find out that you made a mistake, now you need to do the whole thing from that's why what I always recommend is actually to always have different backups of your different objects. That's why before I turn this text into a mesh, which is a destructive process, that's why I will select my text, hit Shift D to duplicate it, and hit the right mouse button to cancel any sort of movement. I will hit M to move it to a new collection. Let's choose new collection, and I'm going to call it, for example, Archive and create it. And also, I'm going to disable it from the outliner because I don't want to it. This is very useful because even in the future, if I want to change anything, I can always go back to this archive collection and change everything from here. And now we can go to this text. You can hit the right mouse button and you will have an option for Convert to mesh. Just click on this. And right now it is a regular mesh. And even if you hit the tab to enter the edit mode, as you can see right now, we're dealing with points and vertices and faces and all. I know that the topology right now is an absolute mass, but we don't need to worry about this. But something that for the life of me, I don't know why is it happening. Right now, the stacks does have a lot of points on top of each other or a lot of vertices that are basically almost merged. They are too close to each other or even on top of each other, and that tend to cause a lot of problems. That's why while you are in the editing mode, make sure to hit A to select the entire mesh, and if you hit M to merge, you will have an option here to merge by distance. Merge by distance is just a fancy way to tell Blender that, Hey, Blender, if these two points are to each other, based on a distance that we specify, just join them and make them the same vertice or merge them. I will choose by distance, and as you can see, Blender by default will tell you that it removed 518 vertices. But also if you jump here to the merge by distance, this is the distance that is using which is 0.001. Actually, I don't know. This is tenth of 1 millimeter or something. We didn't alter the shape of the text by any means. We just removed vertices that we're sitting on top of each other, and those will cause us a lot of problems further down the line. So now, once you are done with this, all you need to do is to just hit Tab again to exit the edit mode, and we need to create multiple copies of this text. That's what I will do by going to the modifier stab. Let's add a modifier and look for the array modifier, and I will choose array. I will put the X to zero, and I want to extrude them based on the Y axis or the Z axis. Let's try the Y and this will move them up. You might be wondering, why is it moving them up? That's not what's supposed to happen. If you remember we rotated this text 90 degrees and that will cause the axis to flip. That's why we need to set this to zero and actually do our operation based on the y axis. Let's do it minus minus one, let's say, and based on this, you will have something looking like so, which I think is decent enough, but I want to leave a small gap between these, for example, by typing -1.1, and this will give you the following result, which is exactly what we want. And as for the number of copies, I will make them, let's say six copies. I think this will be good or maybe seven. Okay, let's skip them at seven. And yeah, this is basically it for how we will go about creating our text. And in the next video, we'll create the bullying object that we will use to create our animation. And as usual, make sure to save your file. 3. Create the Boolean Object: Hello and welcome back. In this video, we're going to create the Boolean object that we will use as a mask for the text. Hello and welcome back. And in this video, as I said, we're going to create the Boolean object that will act as a way to mask our text and create the desired animation we want. So as you can see, we need to create this sort of very smooth line with a lot of ups and downs, this sine wave, let's call it, and later we'll use it as a. The first thing we're going to do while I'm here, I need to create the curve object that will look something like so. I'm going to go Shift A, curve, and from here, I will choose the option for By A curve. By default, it will be laying flat on the ground. That's not what we want. That's why I will hit Rx 90 to also rotate it on the X axis by 90 degrees, and let's hit Tab to jump to the edit mode and maybe also type one from the number pad to jump to the front projection view. Let's also enable the X ray mode to be able to see everything clearly. And let's move this point somewhere around here. Maybe you can even select the two handles and hit S to scale them. A what I'm trying to do is to create the wavy something like so. If you want to add other points, all you need to do is to just hit E for extrude, same as regular modeling. And let's create something that looks like so. Maybe you can even select the whole structure, hit SX to scale it a little bit on the x axis, J to move it here, select this point again, E for extrude, something like so, I think will do the job. We need to turn this into an actual mesh. That's why I will exit the edit mode by hitting tab. I will create a copy of this and save it as an archive. Shift D to duplicate, M, to move it to a new collection, and let's choose archive. And for this BZA curve, right mouse button, convert to mesh, and now if I hit tab, as you can see, it is regular points as we want. A, to select everything. Let's hit seven to jump to the top view, and I need to move this to sit perfectly in the gap between the you remember, we left a very small gap between all the different text elements, and that's where I will be putting the line. So JY to move it on the Y axis, and let's say it will sit somewhere in the middle. You don't have to be very precise with this, make sure that it is not intersecting any other text. Then just hit E for extrude and Y to extrude it on the Y axis until you put it something like so. Make sure to make it close or snug to the text as much as possible without clipping it because later also we'll be arraying this multiple times. And actually, just to make sure I'm safe later when I'm creating the Boolean operation, I will also select the upper line that's zoom in back again. And JY to make it almost fit the text. It is like a bounding box, let's say. And you will have something looking like the following. Select everything by hitting A, JY to move it down and make sure it is not clipping the text. And we're going to extrude it upward. So hit E, and by default, it will be on the Z axis, if not just type Z, and let's move it up just like so. Want also this upper part to be a wavy line. I want it to be flat, and you can do that easily by hitting S Z zero. That will set the scale on the Z axis to zero, which will give you this flat line and hit Enter to confirm. Let's hit tap to exit the edit mode, and I'm going to hit F two to rename this object, let's call it Boolean. The next thing we need to a an array modifier to this, just like the text. But first of all, let me disable the X ray mode because it is annoying. Let's go to the Boolean, add modifier and look for array. For the number, I will pick six, same number as the text. And for the offset, let's set the X to zero and set the Z to -1.1, which is the same exact value we used for the text. Sorry, -1.1. And yeah, this is the result that you must have right now. Whatever reason, actually, I think we used seven. Let's pick the text. Yes, we used seven. My bad. Anyway, right now, we have this thing that looks like this with the text sitting inside, and in the next video, we'll create the bullying operation and create the animation we want. So yeah, I'll see you there. And as usual, make sure to save your file. 4. Create the Text Animation: Hello, and welcome back. In this video, we're going to create the core animation that will bring the animation to life. So yeah, let's jump into Blender. And we'll come back again inside of Blender, and right now we need to add the Boolean modifier and create the animation, as I said. I always struggle when it comes to knowing to which object should I be adding the Boolean modifier? Should I add it to the text or should I add it to the other object, the one that I will use as a Boolean. The easiest way to think about this is to always ask yourself, what is the object that you want to change the shape of? In my situation, I want to change the shape of the text, and that's why you need to add the Boolean modifier to the text. So let's select the text. Let's jump to the modifiers tab and let's add another modifier called Boolean. For the operator type, we're going to use an object which is the Boolean. So let's pick here Boolean. And for the solver, most of the time I find float is the best. Now, if I just disable the X ray mode to see what's going on and hit JZ to move this up, you will see that, Okay, nothing is happening, but actually there is something happening, but because when you add the Boolean modifier, the other object is still visible, so it is obscuring my view. That's why you will always find yourself whenever you're adding a Boolean modifier. You will jump to the other object under object properties, viewport display, change this from display as textured to let's do bound just a fancy way to tell Blender that, Hey, Blender, I don't want you to show me the full object. Just show me the bounding box of this object. And now, if I hit JZ to move it upward, you will see the following happening, and there is some animation happening. But there is a small issue. Normally, we should not be able to see the text right now, but for whatever reason, we're seeing it. Let's play a little bit with the array modifier right here. For the text, it was -1.1. Okay, we use the same value. So we're supposed to be safe, but I think we need to change the value, exit the X ray mode, and let's play a little bit with this. Okay, we're going to use this value minus let's try minus one. No. Increase the value a little bit to -0.08. This will do the job. Because our different bullying objects were intersecting the text in multiple points, that caused this issue. And now, if I select it and do JY to move it upward, we're creating the animation that we want, as you can see. The last part of this animation is to make sure that I don't want everything to happen in the same amount. I want it to be like this, and that's actually very simple. All you need to do, make sure you are selecting your bullying object and change the offset on the Y axis until you get something like so. I will set it to 0.0 15, and this will give you the following result. Now when I will animate the position, if I go J Z, you will get something looking like the following, which is exactly what I want. So now we can create the animation. I will bring this up and I will do JZ to move this downward, jump to the object properties, and all I need to do is to animate the Z position. While you are on frame one, let's create a keyframe for the z position. My animation will be, let's say, 7 seconds long. So I will go to frame seven multiply by 24. Since that's my frame rate, it is 168 and do JZ and move it upward until the full text is visible and create another keyframe here. And now, if I hit play to preview my animation, it will look just like the following. And yeah, this is how you can create this animation. And since I am already here, let's make sure that my frame range is the same by setting this to 168. Okay, so this is it for how to create the Boolean animation, and I will see you in the next one where we will create the camera animation and adjust the whole scene setup. See you there. 5. Create the Camera Animation: Hello, and welcome back. In this video, we're going to finalize our shot, add a camera, and add some slight movement to it to create a more dynamic shot and basically have the shot ready for rendering in the next video. Hello, welcome back everyone inside of Blender. And the first thing I'm going to do is to add a ground for the scene. All you need to do is just go Shift let's go mesh and add a plane. And for the size of this plane, let's make it, for example, 20 meters, something like so I think will be good. And since also my text is not sitting in the center of the scene, and I don't want to bother moving everything because that might mess things up, I'm going to hit seven to jump to the top view. Let's hit J and move it somewhere close to this. I think this will be good. And now we need to create the camera angle we're going to use. To do that, I always actually like to add another viewer from here. Let's hit T to hide the sidebar and also show tool settings. I'm going to hit zero from the number pad to jump to the camera view, or you can do that by clicking on this button right here. And from here, we need to adjust our view. Let me toggle the view navigation, which means that right now I'm moving my actual camera, and let's just pick an angle that we like. Something like so I think would be good. Even move it slightly upward. Once that is done, I'm going to also jump to the camera settings from here and under viewport display, you will have this option for Pass part, which is just a fancy way to make everything outside the frame black. Let's sign all the different overlays. So this is exactly my view. And actually, I think I'm going to move the camera even slightly more to something like so. And just to be safe, I'm going to enable the Gizmos again for a second and toggle off this option. So later if I move this scene by mistake, I will not ruin this camera position. Now I want to create a very subtle camera animation. So I want the camera to orbit around the text. There are multiple ways of how you should go about this, but the easiest method by far is by going Shift A, and let's add an empty object, and I'm going to add a plain axis, and I need to pair in the camera to this empty object. The easiest way to do this is to just select the camera. And while you're holding Shift, just move it inside the empty. Let's rename this empty to something camera controller. Now if I hit R Z to rotate it, as you can see, I will be able to orbit around the position of this empty object. I'm going to hit seven to jump to the top view, and surprisingly, I need to unparent it. So let's go here, shift, and move the camera outside. You might be wondering why Because I need to move this empty object to be sitting somewhere in the middle. And if I do that while it is parented, that will also move the position of the camera, and that will ruin my angle. Don't want that to happen. So jump to the top view by hitting seven from the number pad and let's hit J and move it somewhere around here. I think this will be good. And then select the camera shift and move it inside the camera controller. And now, if I select the camera controller and hit RZ, I will be able to orbit around the text just like the following, which is exactly what I want. I can even move the camera slightly to the left RZ, Yes, this is looking neat. Go to frame number one, jump to the object properties, and let's add a keyframe for the rotation on the Z axis, and let's go to frame 168 and make this, for example, make it 30. No, that's too much. Let's make it 15 and insert another keyframe, and let's preview this. And yeah, I'm digging this result. I think it is looking good. So this is it for this video, everyone, and I will see you in the next one where we will start adding our different materials. 6. Shading: Hello and welcome back. In this video, we will add the colors and lighting that will shape the shot for the final render. This part is always fun because we can finally start to see the scene come alive. So yeah, let's jump into Blender. And we'll come back inside of Blender, and let's start adding our materials. First of all, let's jump to the render settings. I'm going to use IV for my animation because it is faster. And since it is more or less a stylized animation, we can always go with IV. We're not looking to create something that is very realistic that we will use cycles for that. Next, also, let's enable the rate racing, and for now, I will keep all the other settings the way they are. Let's jump to the rendered mode. By default, you will see the following. The first thing that you will see is the different bullion objects that we created because right now they are visible in the rendered view. So it is important that also you disable them from here and here so that they will not be visible and they will not obscure my views. This is number one, and now we can move on to creating the actual material. Of all, we need to add some lighting to our scene. There are plenty of different ways of how you can go about this. You can add an area light, you can add a sunlight. But in my situation, I'm going to up to a very easy solution by changing this to the shader editor, and let's jump to the world properties. And instead of using this dark gray color, I'm going to change this to a brighter color, something almost white, maybe something like. So I think will be good. Right now we can move on to creating different colors for all the different layers of the text. So let's change from world to object and make sure to select your text object and create a new material that we're going to call text. Now the question becomes, how are we supposed to create different materials for or assign a different color to each one of these different text layers, especially considering that all of these are the same object. So if I change right now the color, that will be applied to all the different layers of the text. Well, there is actually a very easy way to go about this, and here's the logic right here, I'm going to add a node that is called geometry, which will give me some information about geometry. And the first socket is position. If I plug this to the base color, this is the position right now. It is displaying it in terms of vectors, red for X, green for Y, and blue for Z axis. I want to assign a different color based on the Y axis, as you can see going like this, that means it will be the Y axis. That's why you can add a node called separate X Y and Z and plug the Y to the base color, and you will have a gradient that goes from black to white. So theoretically now, if I add a color ramp node, put it in here and change this from linear to constant. And especially if you start playing a little bit with these flags, as you can see, we'll be able to control the position of all of these different colors that we will put inside this color ramp. Here's an example. If I add another flag and let's say I'm going to make it as purple, for example, and let's play a little bit with the flags. As you can see, you will be able to control the position of each color. Let me disable the lock for a second to be able to orbit the scene. As you can see, right now, we're able to control the position of each color using the color ramp. There is a slight issue, which is that everything is crammed in this little space, so it will be very hard to add the different colors here. It feels like all of this is useless space. That's why the ideal way of how you should go about this is to add a multiply node before this. So let me move these here. Shift A, and let's add a math multiply node, put it here. And I'm going to multiply it until this purple color will be sitting perfectly in the middle. Something like let's say four or maybe even 4.5, I think will do the job. Now I'm using the full ramp to add all the different colors, the process is very simple. All you need to do is to add more flags in the color ramp, change the position of the different flags, and that will allow you to control the color of each part or each layer of the text. For the first color which is black, I'm going to assign an orange color which hopefully will look something similar to the color of the logo of Blender. Let's say something like so. This can be very annoying because you need to find some colors that matches and all of that. But actually, it's the fun part because right now you can do some creative things instead of just thinking about how to create a certain model. And that's how I will go about this. I ended up going for the shramp that goes from orange. I will start by having an orange color. Then it goes to yellow, and then I will go basically slightly into the purple, then white, and then some shades of blue. So it is like going from worm old colors. Something else I'm going to do. I think I will lower this to something like four. I think this will be better because I'm running out of space in the color ramp, and I'm going to add one last color, which is, let's say, it will be this cyan color. And now it is just a matter of picking a better view, something like so and adjust all of these different flags so that each color will be sitting in one layer of text. The colors will not bleeding from one text object or one text layer to the other. So just play with these flags until you get the desired look. And yeah this is looking very, very clean. Let's hit zero from the number pad again to jump to the camera view, and you will have the following result. For the roughness, I'm going to bring it down to zero, and maybe you can even make it a full metallic, but I think I prefer the look of it being not metallic. Let's set play to see the animation. This is how our animation is looking right now. I really like this light bleeding that is happening on the edges. That's very clean. Right now, you have the knowledge to adjust everything based on what you want. So this is it for this video. And in the next one, I will show you how you should set up everything to render and how to render your scene. So I'll see you there. And as usual, make sure to save your file. You don't want to lose your work right now. 7. Finalizing the Scene and Rendering: And Hello and welcome back to the final video. In this lesson, we're going to build the compositing node setup and render our shot. Okay, so Hello and welcome back again in Blender one last time. And in this one, we will add a compositing node tree to finalize the look of our scene, and we will render everything. Let me jump back again to the rendered view. And in the previous versions of Blender, I remember that we had to render the full scene and then bring it into the compositing to be able to see how the final result will look like. But fortunately, right now, we can skip all of that and jump directly into compositing and see exactly how the final render will look like while you are still in the three D viewport. Do that, let me change this shader editor to the compositing and something that is not so genius, I always say is that compositing is the operation that comes once you finish rendering. And that's important to understand because all of the operations that we will be doing right now, they are operations that will happen on the image once it is rendered. So while you are here, I'm going to create a new compositing notary, same as the shader editor, and I'm going to leave the name as compositing node. Let's say, for example, I want to add some lens distortion to the surrender. Shift A lens distortion. Let's put it here. If you change the value, nothing will happen because we need to tell Blender that, Hey, Blender, I want you to also consider the compositor. It can either be disabled, which means Blender will not show you the result after the compositing process or camera, which will only show you the result in the camera or always, which means that it will show you the result even when you are in the three VD Viewport navigating or modeling or whatever. Know why you will use always most of the time, and the thing that makes the most sense is to always just use camera. And right now you will be able to see the result of the compositor in your camera view. So let's change the distortion to be something like -0.02. And for the dispersion, which is the chromatic aberration, that's 2.002 or maybe 0.02. You can also add some vignette and in the previous versions of Blender, that used to be very complicated, not very complicated, but it's a very elaborate node setup that you need to create. But right now, all you need to do is to just bring the vignette and put it right here, and maybe you can even lower the factor to something very subtle like 0.25 will do the job. And finally, I'm going to do some split toning by adding this split toning right here. This will give you the following look. But for the factor of the highlight, I will lower it way, way down until you get something like so. You can increase the brightness until you get something that looks like so. Of course, you can spend more time playing with all of these different things, but I will leave it at this. I think this is good enough. So once that is done, let's right now think about how to render the scene. First of all, I'm going to render using EV. I will keep all of these the way they are. The only thing I might change is actually motion blur because I want to add some motion blur to my render. Output settings, since I'm orbiting around this text, and that might be a fast animation, I want to increase this to 30 FPS. That will not change the position of your keyframes, but will make the animation slightly faster, which means it will be smoother for the eye. And for the output, let's pick where we want to save our animation. Let's say I will save it in the Blender project, and I'm going to call this text final. Except media type, whether you want to save it as an image or a video. If you're doing some high end work like a render for a client and you know you will need to do a lot of compositing, you should be using multi layer EXR. But in our situation, we only want to render this video as a video, so you can post it on social media or use it in your video or whatever. That's why I will just choose video. For the color management, this is a fun part because right here you can adjust a little bit the final look of your result. If I jump right here to the render, you will have the same type called color man Color management is just a fancy way. You can think about it as a filter to show you different possible renders or possible different looks for your render. This is part of a bigger concept, which is the scene referred color space and the display referred color space and how you should go from one color space to another, which can get very complicated. I might make a course about it at some point, but all you need to do is that if you change the view from AGX to one of these, these are just different ways of how you can see your final render. For these sort of motion graphic elements, I like to use CronospBR texture because it gives you slightly more pump in the contrast, and I slightly more powerful, let's say, let's go back to the output tab. And for the pixel density, keep it the way it is. And under encoding container Metro Saka, I will change this to MP four or QuickTime. QuickTime will give you the access to PRs, so that can be very useful. And actually, let's render as a PRs video. Video Codec, change it to PRs, and let's choose four to two LT. That will be more than enough for my work. And once that is done, let's go to File and Save your file. Let's also disable the rendered view so it will not consume any sort of memory, and then you go to render and render animation. And all you need to do right now is to wait for this animation to render, and I will see you on the other side. Okay, Blender just finished rendering. And right now, if I go to my File Explorer, I will have text final animation, and let's play this yeah. And this is looking very cool. Thank you, everyone for tuning into the scores. Other than that, I would really appreciate it if you leave a good review on the scores that will really help. Other than that, I can't wait to see you in other courses, please. Have a good day.