Quick Explosion in Blender | Suzana Trifkovic | Skillshare

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      0:49

    • 2.

      Text

      6:46

    • 3.

      Explosion

      10:56

    • 4.

      Material

      5:27

    • 5.

      Light and Environment

      11:31

    • 6.

      Background

      8:58

    • 7.

      Adjusting

      5:36

    • 8.

      Changing Particles

      3:38

    • 9.

      Camera and Rendering

      15:20

    • 10.

      Closing Words

      0:12

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About This Class

In this class, we are learning together how to create quick explosions in Blender and how to change shrapnel into particles and objects of our choice, colors, and materials. You will also learn how to set background, environment, and light, how to animate the camera, and render animation with textured or transparent background.

After going through this class you will gain experience in creating special exploding effects which can be layered over some other video, or used to create interesting exploding animations for your video intros, etc.

Meet Your Teacher

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Suzana Trifkovic

3D Artist, Songwriter, Producer, Writer

Teacher

Published photographer, writer, songwriter, music producer, graphic designer, 3D artist, game developer, filmmaker and cat mom. Learning something new every day for me is essence of living and when I can even share that knowledge with students thirsty of learning, watching them later use learned to create even better designs, animations, photos or music than my own, then my purpose in this world is fulfilled.

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Level: Beginner

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Transcripts

1. Intro: Hello and welcome. My name is Suzana. I'm a 3D artist and your guide through amazing world of 3D design and animation in Blender. In this class, we're learning together how to create quick explosions in Blender, and how to change shrapnel into particles and objects of our choice, colors, etc. You will also learn how to set background, environment, light, how to animate a camera, and render animation with textured or transparent background. After going through this class, you will gain experience in creating special exploding effects, which can be layered over some other video or used to create interesting exploding animations for your video intros. Let's begin. 2. Text: Let's begin with creating a new file. I'll left click here on general. And I will enable a screencast keys. So you can see when I click here and let me hide this sidebar. And we're ready to delete this cube, make sure it's selected like this. And you can see this orange line around. If you see this way, then it means you click somewhere and this selected, so you can select whether Bye, left clicking this cube over here or here. So make sure that that cube is selected. Now point here, right-click and click Delete. To remove this cube. We will go here to add left-click God, and go to text, left-click text. And here it is. We have tax. Now, I will rotate this text. So it goes up and around. And to do that, I will let you pick here on objects properties. And in rotation over here on the x-axis, this is x-axis. I will enter 90. I just left-click here, hit backspace to clean this. And Nike. And I left-click on the side so it applies. Now it went up. Now I want to rotate this around. So it goes to this line. That means I need to rotate around that axis. This is that axis. It goes this way. I want to rotate for 90 degrees. So I need to rotate this way. And I will click here and hit backspace and enter 90. Now I will click here on the side so it applies. Now our text is here. If I press middle mouse, I can hold my mouse and rotate this thing so you can see how it looks. This is my tax. Now. Now I want to change this default text into some font. I have on my laptop here. You can do the same and change into font you have over there. It's not necessary to use font I will use now. We will go here. I left-click on this a. That's Object Data Properties. And here you will see, if your point here, you will see here many things. But he is font. And if you left click this arrow, it will open this over here. Now, if you'd like to click this folder, it will open folders on your computer and you can find font. It will by default open fonts on your Windows. And you can select some of these. I want to select one, I prefer more. So I want to go here to my own fonts and deselect here. I don't know why I just like to work with this one. So let's see. I was like this over here, and let's open this change immediately. As you can see, different fonts now. And now what I will do, I will go to geometry over here. So I left Gleick this. Now, here it says offset. What it means, if you will, let's say a left click this arrow, you see what happens. I was shown on such changing and offsetting your font, but it doesn't look nice. So it will go back to 0. Here is extruding. And I want to use that. So we will now start reading. You can either point here a left click, and then drag to the right to exclude or to the left to reduce that. You can also left-click arrows like to add or to reduce. And then it got looks like that. Now, the next thing you can do is to use the vowel. I will zoom in a little Using middle mouse. I just scroll to zoom in. And I will now use this hand. I will left-click this handle here. And holding left-click, I will pull this to the left side, dissenters center so I can see better. This is taxed now. And if I add the loud here where it says depth, I will just left-click and add one or two maybe. And it will look nicer. We're sat here. Now. I want this text over here to something else, not text. So I will now edit this text and write something I want. Here. I will go to click this arrow. And open edit mode. As you can see, we have here, just as we have in any other software where we need to type something. So we can now move this using backspace and delete this text. And we can enter. So just hit backspace. One by one. Letter will go away. And now you can enter your own text. So just type on your keyboard. But every wish I will type explored and or let's say explosion, like this. 3. Explosion: What I will do next is I will go back to object mode. So I left-click here and go back to object mode. Now, if you go here to object to left-click object, you have here quick effects. And it says quick explode. If you left-click that. Ah, you will notice that when you hit play, nothing is happening. Why we applied explored effect, and it's not working here because this is still text and we need to convert this to mesh. So we can make this text exploit. So we will go here to object. So that effect doesn't work unless this text is converted to mesh. We will go here to object, makes sure that explosion is selected before you do anything. So just left-click text or left-click here and go to object. And here you will see it says Convert, select here, mesh, so just left-click mesh. And now we converted our text into mesh. You remember here was that letter a, and you'll see this symbol now that means this is now a mesh. Let's apply explosion effect. Now. Go to Object, Lifecycle object, and go to quick effects. And left-click week explored. See now it pop out here. We have particle system over here, and we have explored. So now it works. What we will do now is to set everything. But before we do, I want to set how this will explode. I will show you now What's happening. By default. If I hit play, everything explodes and falls down and it happens very quickly. I will show you one more time. I will pull this timeline higher. I point here to this line, left-click and drag this a little. So if I left-click here, it will go to endpoint. And I need to left-click and drag it to 0. Because 0, nothing is happening. I will hit play again so you can see everything fell apart and fell down. But I want that to be much better. So I will just left-click and drag this to 0. And here, our particle properties left-click here. I don't want this to start on one. Here it says frame start one. I want to have some delay here. Left-click and enter, let's say 50. And I left-click on the side, so it applies. And I want that to end on 150 or maybe even 200, like this. And now let's see what happens. And it starts falling apart, but it's not nice deal. So I will drag this back. So what I want here is to add some rotation psi, the left click here to add some rotation. And I will go here and left-click. And here it says gravity. I will point here too. Right side, I left-click and holding left-click, I will drag this left side like Slider. And I will set here gravity is 0. You can also, I will show now, we can also left click here, hit backspace to clean this and enter 0 and left-click on the side so it applies either way you like. So let's see now what happens. And it's falling apart and goes all around. Okay? But I want that to be much better. So the next thing I will do, I will go here. I will let God and I go to Mesh and I select Plane. Now we have here one plane. And I would love to hear Move tool. And I will grab this green arrow. I left-click. And holding left-click, I will drag this plane to the right side. Okay? So now here I will use middle mouse, holding the mouse, I will lean days so I can see what I'm doing. Here. I will select Transform tool, selected click that. I will grab this red box over here. I left-click on that and push it in, holding left-click. So it reduces like this, maybe a little more. Just called the left Gleick. And I push mouse like that towards that center. And that's it. Okay. Now becomes something very, very thin. And let's do another thing. Now. We will select again text. And here, a point here at the center of this parabola. And use mouse wheel to scroll down to render. Here, you going to left click this arrow. And once you click this arrow, you will see here it says render as not. But we want these surrender now as this plane we created. So particles will be, we left click this arrow and this menu will pop out here, select object, Left-click that. So we have here object and we can scale the object later depending on how Rebound is explosion to appear. And we can even select the scale random. If you want to scale random, you go just left-click here and enter value one. But we will do that later. I will leave as 0 for the time being. And we will see how it looks by default and then we will adjust later. Now as we want, this explosion particles, this explosion to render as object, and we want that object to be plane. We will go here to object and lived with this eye dropper. And point here to display. And left-click. Now we select that plane and it went here. And I will also add here is this object rotation. So it doesn't just go away from this text when he starts exploding, but also to rotate a little. So I will just last week here to enable that as well. Now, let's see what's happening. When I hit play. Now it looks there. It falls apart. Okay, but let's do another thing. We will point here and scroll up here where it says the mission number 100. Let's increase this number to something bigger. Let's say we add here 10 thousand. And I left-click, so it applies. And let's hit Play now. Let's see what happens now. It looks a lot better. We have a lot better explosion at this point. So you can make it faster even. So let's say the, and here on one fifty, one fifty lab click Cite applies. Let's go back to 0 and let's start exploring and goes to pieces. Now you can adjust here scaling. It's set to 0.05. And we can scale randomly. So we can just left the cure and enter one. And let's see what's happening now. Now particles that are just of all sizes. Now you can even go further if you like, you can left-click here in physics. And right now this is set as Newtonian. You can go and set this to boys for an example, alive to pick here. And now hit play and see what happens. It won't fly so far, it will just explode and fly around this area. So can make a lot of changes that way. And here you have movement. So you can let say, allow climbing. Now hit Play to see what happens then. It starts behaving a little different. 4. Material: Let's set material for this explosion. So left click this and go here to material properties. We have here already sat mixed shader and many things over here that show what type of material we have already. And if we go here, shading, and you would just point here at the center and zoom out or zoom in a little. So you can see this properly. If you hold mouse wheel and move left or right, you can move this. So you can see better. Here is sad shader by default and it tastes. Here is that UV map exploit fade and separate XYZ and color ramp is sat here and I will move this across. So don't see well, It's a little squeezed over here and not not so nicely visible. I'm trying to make everything look a little better. Have here color ramp. And it's attached here to mix shader. And you have here transparency. And everything goes into this principle, VS, VF shader. And from here goes to material output. Now, to change color, we have here white and change color of this. Let's save to something else who will just luckily here and point here to this dot and push this for our example up here somewhere. Now, this is transparent. As you can see that so by default, you can change that if you want. And if you'd like to click here, and you go here to alpha blend, and you left-click this one. It will not be transparent anymore. It will be full like this than just like back here and change this as well. If you wanted more and more shiny, you would go here to principled VSD. And here, reduce the roughness. So I will just point here, left-click and drag this to the left to get some are more shiny, shiny material like this. And you can add some metallic appearance if you point here. See this pop out. I see point here to this corner, left-click and drag to the right. You will get something like this. So let's set our plane as well to that color will go to plane. And I will zoom out a little, pressing mouse wheel to move this around. And I liked with this hand. So I can see this plane wetter. And here I will left-click new. I'm hearing material properties, I click new material. And the same is there. You can set here, or you can set here whatever is easier for you. Base color blue. Or you were able to do the same thing over here. Left-click and elastic this dot and drag it up. So it's the same what you see here. Just in some cases when you're using mixed shader, you'll need to open here shading and to adjust in this area because not everything will be visible. Here. In material properties. Here we will set this vowel metallic as the other one, and we will reduce roughness. We just point here and holding left-click with jogged the left side. So it's nice and shiny. So now materials are just the same. And I go back to Layout. And I switch here to display render preview to see how it appears as rendered. 5. Light and Environment: Here to work properties. And I will here change this to black. So I will just left-click and drag this down to black. So now everything is black. Now what I will do, I will left with this slide and I will rotate this. And I will zoom out so I can see this slide. And I will change here to Move tool, left click that. And now left-click this blue arrow and drag this down. So I'll zoom in. So you can see how light falls on your text. And you can left-click here to jog it closer. Again down. And now let's left-click here on this x-axis, so it rotates. And we can zoom in to see how we adjust this slide and how it falls and our text. At this point. You can change this slide also over here. The last Glickman shows that light is selected. I'll click here. And you can from point light chains two area light. As you can see. Now, light is pointing down. And we want that light on our text over here. So we will just left-click over here. And if you point over here and left-click, you can drag this to the right or to the lab. Do you see how it's moving now and it shows you where the light goes. And we want that 90 degrees. And we want that to be straighten it. You see it? Now goes to the lab to move on to light to go exactly here. So we're going to go here, left-click enter 0. And here we will enter an IT. Now light goes straight ahead. And at this point we can change again over here. If I left-click here, here it says Shape rectangle. You can change shape of light to which you want here in size by x-axis. That means how you will change on this side or y axis on this side. So let's increase a little this way. And I will point here, left-click and drag this to increase our light. As you can see, it falls now all over that explosion text. So just left-click and drag this left and right as much as I need. And I can left click this arrow over here to move this cellular to adjust this file. So now our light is falling right where we want. If I left-click, I can adjust even better. Something like that. I don't want that to reflection over there. Too much. Something over here. And let's change color of this slide. Let's say I left-click here, and let's change to something else. I wanted to get some nice, nice colors over there. Let's say red, maybe Something like that. Okay. And I will increase this total. Okay, something like that. Maybe even five meters. Let's see. Now, let's hit this explosion to see what happens. So click Play. And let's see now, everything is falling to pieces. I think we have too many right now. So let's reduce this. I will left with text and I go here to particles. And let's make it's 1 thousand. I just remove 10. And I will here, enter. Here says the lifetime. That's lifetime or one particle lifetime is set to 50. But if I enter here value of one, now lifetime will be random. So let's see how it looks like. Random. Okay, let me deselect everything so we see there. Okay? So let's see now this light, I want this slide. I will go now back to 0. I want this light to be a little stronger. Let's say 10 thousand, maybe 5 thousand. And I will increase this size as well on this side. Let me see now how it looks. Now it's a little better. So let's go back and change back to Newtonian. I prefer that first way of how it explodes. Let's see. Yeah, this one is a lot better. But you can do further is to make more changes to this. Or you can even go here and changed his background. Let's say you left-click and go to environment texture. And here you can add environment texture from your computer. In this case, I will hear some, some texture I have. Let's say, this dark studio for an example. And let's see when it applies. And it will be a little different than it gives more light over here. And I can even increase that light, let's say to 545. So get side lights this way. As you can see, I have sat environment, which is adding some lights on the side. It depends a lot. What environment texture you use further, how it will appear than that. Reflection on this subject. Become something different now. And this will add more light to those particles. You can hear change seed of explosion point here. You change to any number and particles will move I differently than or you can scale particles the smaller. Let's say 0.02. And if you go back and hit play, particles will shrink Column. What you can do further is to add some children two particles, let say simple. And each of these particles, you'll see now there are tiny, tiny particles around. I hope you can see that I was zooming in a little tiny small particles around each. Now, be actually using this here to adjust the amount of particles. What we see now as display amount is ten, what will be rendered or later is 100. So we see less than it will be when we render animation later. Those tiny particles around we see ten. Because that allows blender to show this animation faster. And in render, there will be 100 difference between what you set as display amount and render amount allows your computer to work easily with your animation and rendering. Oh, and you get rendered animation, then it doesn't matter when you play video. How many particles is their video is video. Here. When it's rendering, it really matters. The higher number you add here, the more difficulties for your machine to show everything here in real time. So this would be our animation. 6. Background: We can now add another plane. We will go here. And to mesh and press S on your keyboard. Scale this up and go here to rotation and to Nike. And Nike to rotate this plane. So it goes behind explosion in a way and push it back a just left click this arrow and push this back. You can use this left-click on these X or Y or that axis to move around so you can see what you're doing. And I will now a center here. I was just left with the center. So I can see where I'm pulling this plane. And I will jog this plane to the right like this. And I will use Transform tool and I will stretch it out. We're just left with this green, green box over here and holding left-click, I stretch this a little. And I want to change color of this backplane. I left-click here material properties, and I will add new material. And hidden base color. I will change to black. I would just likely this dot, job this to black. And now we have here set this background. And I want this to be metallic like this. C because that reddish light behind and roughness. If I increase, we will lose that. So I want that to stay around and I want to go to shading. So I will just left-click here and want to add here a color ramp and nice texture. I will just let big here. And going to noise texture, left-click and you see it appears right here, I'm not doing anything. It's attached by default like this. So just places where we want and left-click and it stays there. Now just left-click God. And go here to converter. And you will see color ramp left-click to open that nice texture. By itself, it says what it is, it will do, it will odd noise. And if you connect this FAQ, left click this dot, and hold left-click and plug it in here. Then let go left-click. Now here, Let's click color and pull this holding left-click and plug it into base color. Now let go. You see what happened right away. I'll show now zooming out so you can see what's going on here. And I will change this view into render preview so you can see better what's happening in render preview. We now changed background material into a noise. You see those shaded areas around and you can adjust the amount of that and how it appears now it's very, very light white around. And we can move this and this to make changes on that. If a left click this one and drag it, it changes a lot, they feel actually this one drag it changes a lot as well. So now I would like to take this and pull it back the way it was. And I will click here on this plus sign. And I will have here one grayish area. So let's see. When I pull this now, I left-click and drag it. Click and drag this one as well. So now I can make changes here. To get a different appearance of this. More grayish. Let's add another one. Over here. And now I will just those change this white. Now, I just left with this white. And you know which one is marked. When you left-click, you see this line moves to davon, you click. So now when I click this one, that color is over here, if I click that color, I'm changing that one, changing color of that one. So I want this to be more grace and this one to be more grace like this. So lots of jobs that I loved clean this one, and I loved click this color. And I will adjust this as well to live a more grayish. So let's change. Here. I think I can remove this fun. I have a left click and hit minus. So I think that will be okay now, something like that. Okay, so we have it now and let's change this to red text, left-click tax. And I go here to shading. And lastly here, color. And left-click here to jog this to something between red and orange. Something like that. I'd say now, when I hit play, what happens? It falls to pieces. Okay? So let's here. Make this hollow more smaller. So let's say 0.3 q. And let's see what happens now with particles. Okay? So we have that Now. Let's change this light again to a little lower. I was just change this to 1 thousand. Now, let's see again. Let's change color. Too little darker. Shadow. I want to remove that shadow behind. So just let quick here and we don't have shadow anymore. Okay? And now this will explode. 7. Adjusting: Now to make everything work well, we can go here to text and here where it says explode. If you go to modify properties and explode, you will see here I say size. So that means size of particle. We have sat to be shrapnel when this explosion happens. So we selected that now and now. Everything will be the way we want it. So it falls to pieces now and pieces are very small. So let's make those pieces a little bigger. We go to particles and we sat here scaling, let's say 0.5. Let's see now, right. Okay, so we now have blue particles coming out from this orangey. We can change that to orangey is allowed here. Like this, something between red and orange. And Let's see what happens. It's tearing everything around. You can see faster by dragging this timeline. And let's change how particles behave. We can randomize here orientation and dynamic. Let's see what happens. So now you can play further with that. The way you prefer your animation to appear. Here in children, you can set none if you don't like to have too many around. And go with first how we started. We can go with heavier, like one. Over here. We can change to boys. Or you can shorten time of animation. Every time you change something, you will have to go from the beginning so can see the blinds properly. We can change here to run conduit and make it faster. Even. Going back to you, Tanya. And now it will explode faster. Now here in text. If you go to shading, we don't need this transparent anymore. I can remove that. Just detach a left-click here. It was the thoughts like this. I just left-click here and pull this back to detach, left-click, right-click, and delete. So it's not needed anymore. I didn't want this transparent. We wanted the way it is. And here was collar around sat. And here we can change from metallic to this example and change color to a darker like this. Pull this down, it will make color darker. Over here. You can drag down to 0. This adds more lights to object. We want this darker right now. So I go back to Layout, and I want to seem to be on display over here. So I will just left-click and go to read. And I just go back here and reduce this. So it's not anymore. The weight loss. And let's see now this explosion, it's a little better. 8. Changing Particles: You can go here to mash and let's say odd chores. And left click this arrow bullet there. And I will just show you now quickly. We go here, left-click and we select existing material for this Doris. Doris is right away the way we want. And if you now go here to text and left-click here to particle properties. And you scroll down to to render over here, random object. And you let left click this x over here to remove blame. You will get eyedropper again. So just left-click eyedropper and select stores. And now watch what happens. You have tourists coming out during the explosion. And you can just select an odd like that. Any any other object do you like? It can be anything. You can increase. Size even if you prefer that just point here, an increase and see what happens. It will be a lot larger. See what happens when it's too big. You can even make it explode like these, very, very tiny. But then it's not so nice. Is that here 0.1. Let's make this torus, let's less shiny. Shiny. I want that less shiny. Something like this. Let's see now. And drop this declaration. Now it should be more red. Yes, like this. So now Inditex became one cloud of doors, exploded into one cloud made of many shapes. And you can play further with this. You can make this explode into another color. You can change stars into something else like blue. And when you keep play from read, everything will become blue. And you can play with words, with shapes to create interesting animation. 9. Camera and Rendering: Now we want to have this surrender or later. You cannot camera here somewhere centered or so. Just press Control and Alt position, scene, zoom in or zoom out. The way you wish. Position very once your camera. And then press Control out and hit 0 on numeric pad. And here it is your camera now to adjust closer or back, left to right. Go here two objects properties. Just left-click that. And here you can adjust your camera. Makes sure that you select camera first week here. And here you can adjust camera depending on axis x, y, and rotation of your camera. Here, I want to line up. To straighten my cameras. I would just left-click here and enter 0. I will left the here and enter 90. I would like to click here and enter 90 as well. So now it's centered my camera. And I wanted here on 0 as well. And I want camera here to be on 0 as well. And you see text is a little to the side. Why? Because now we have here a text's origin. I will now enable this over here. So you can see what I'm showing. If I select the text over here. You see this little. When I point here two more, Two and left-click move tool that will show you the best. This yellow point over here shows there this text's origin is right now and it's here on the left side. And we want that to be somewhere in the middle. So we can change that. We can go here to object. And once we are there, you will see here set origin. Just a moment. So I moved my tool for recording again, Sets origin geometry to origin or origin to geometry. And we will now tell blender to set geometry to origin, because this origin is right at the center of this axis. So we want this object to move. So this goes right at the center here. And let's do it. Object Set Origin, geometry to origin, and it is here. So now we can see I will undo this. And if I switch the camera view now over here, I just left-click. We have here moved our text, Hello left. Now we can adjust. We can even say here to blend there, okay, set origin to geometry. Or we can say origin to center of mass. And now it will go right at the center of this text. From the left and from the right side and this side and this side. Because this text isn't some shape like rectangular or so. And this way you set origin right at the center. Exactly. So if you select a origin to geometry, it will go to derive or to the left. The same way. If you move geometry to origin, again, the same thing happens, but if you say to Blender, set origin to center of mass of this surface, it will go, as you can see, right at the center. I'm moving again to camera view. And now I can adjust this to go right at the center here of camera view. And now I can hit Play to see if everything looks nice. I change this back to blue again. To read, sorry. Over here. And let me see one more time. It goes like this. And to 150, I will go here. Now, I left-click output properties and I will say blender to end animation on 150 over here, because that's how far our animation goes anyway. So if I left-click here, it starts like this and then falls apart until 150 and we go again. And now we can render this as animation. Now, if you left-click here and add ambient occlusion bloom and screen space reflection. You will see huge change over here. Normally I do that at the beginning when we're setting material, but I wanted to show you the difference. This will change a lot how materials that beer and everything you do, decide to glow. This add shadows in corners of something like sharp corners like on, I will show you now on this letter over here. If I remove and if I click, you can see the difference now. And bloom. You see how it appears with or without. And this is for screen space reflections. This is reflecting back on this material at I, if I disabled, now it's gone. You can use this for motion blur. Then you have camera movement to add or remove motion, Motion Blur. And there's another thing. If you want to render for an example, transparent background, and you don't want this back plane to be seen. You can just disable here, but also disabled here. So it's not visible in render. Go here to fill and tick transparent, and you'll see we get transparent background. Now if you render this explosion later, only this will be visible. Everything behind both be transparent and you can add that over some other video. Like to have some special effect there on that video. And not to have this background behind this black background. So this will be fully transparent. All of this will be visible if you enable transparency like this. But make sure that you disable that plane which was behind, both in the view and in render as well. Okay, Now you know how to render transparent animation. Now let's set this as well. Here you have resolutions of your render. Check my other classes to see how to set those for high resolutions and for photos even if you like. And this is where you will select folder very wants this render to go. You can render videos using one of these file formats. So select which you want or you can leave as PNG the way it is. And then it will render 150 PNGs, which you can later in part into some video editing software. To create your video out of those PNGs, you go to impart that as the sequence then and create MP4 video or whatever else you want. If you prefer to have video right away, you can select one of these. So if you want to add some camera movement to all this, you will now go to camera view. Left-click here. This what you see here is But camera will render. So make sure to jog this to 0 and that camera is selected. Go here to object properties. So we will now move camera a little back. So I just point here, left-click and drag camera away, increasing distance. And then I will live mic here to mark all of these. To add those as keyframes. Over here. On this keyframe. And I will do the same here on 150. But I will go closer. I will point here, and I will drag this closer. Let's move this back a little to see how close I am. We will go this way on, on 50 and I will go here, Let's say like this. So I need to go to, let's say, eight meters. On this frame, 1 fifth, I had to check over here so I can see everything while before, I mark where I want camera because I don't see object anymore over here. So I will enter eight here. And then just marking all these to enter those values as the last frame of animation. Now camera will start at 14 meters and moved back to eight meters closer to that object. To learn more about animations, check my other classes as well. Here we go. Camera is more than closer and we can even speed up our camera to somewhere. Let's say we go here to run 50 and I enter here five. So let's see if camera can go through explosion. So I will have to disable this and enable again. So I change keyframe from previous senior. So that's what you do to re-enter keyframe. Now, let's see, I will go to 0 and he'd play, Let's see what's happening a little faster. So I go back to 150. If you miss it by any chance, when you drag or click like this, you can adjust here around 5150. And if you see these marked, then it means you're at the right spot. It has to be yellowish and these are mapped and it means you are at the right key frame where you entered keyframes before you go to 150. And here let's enter three. Maybe I left-click on the side so it applies, disable and enable to re-enter new value. So I go back to 0. If you want to go faster. Other side, left-click here, but because we want to see from 0, you'll have to drag this a little more to the left. And now we go here and explosion starts and I want to go through, so it has to go a little more. That means we want to go to one meter. Let's see, one meter. And let's see now, I go here. And that's it. Maybe even more. Let's see minus three. Let's see this. I want to go through explosion. So let's see how it happens. I wanted to go through all the way before everything falls apart. Now that's it. I started from 14 meters and on minus three kind of fall into that explosion all the way. Everything goes right into our face and exploding. And that's it. For now. 10. Closing Words: I hope you liked this class and I hope to see you again. Post your projects. Let me see those explosions and don't forget to leave a review. Until next time. Bye.