Advance Logo Inflation Animation in Blender 3D - Blender 3D Tutorial

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hey everyone my name is Abhishek and today we are going to create this so this inflated logo animation is created in blender and it's very easy to create you can use it for text logos whatever you want so let's jump into blender and get started [Music] alright so right now in blender and before we proceed at this corner you will be able to see all the keyboard shortcuts that I am pressing in case I forget to mention anything so firstly I'm going to select everything by pressing a then X to delete I'm going to import my logo which is an SVG vector format and it's completely up to you can import whatever logo you want you can also create a text if you want so let's go to file import let's go to scalable vector graphics and for this one I'm going to use this Nike logo but it's completely up to you you can pick whatever you want let's zoom in so you can see that it's quite small and first I'm going to delete couple of areas which I don't want so for example this one I'm going to press X and also this one let's delete this now you can see that this is in loose part so I'm going to just combine everything so let's select everything after that you can press Ctrl J to join the curves now it's quite small so I'm going to press s to scale this up then r x to rotate it along the x-axis by 90 degree now we have our logo and let me just quickly remove the material so let's go to the material Tab and let's remove this so here we have our logo now first I'm going to select this and let's go to the curves and I'm going to add some 3D depth to this so you can go under the geometry and you can hold down the shift key and just enable the extrude let's extruded something around here yeah this is looking fine so once you're happy with this we are ready to convert this into a mesh so for that just select the object let's go to object convert and let's convert this to a mesh now we have our mesh and you will notice that it's Anchor Point or its origin point is over here I want this to be in the middle so you can just select this right click set origin and let's move this to the geometry Also let's align this to the center so you can press shift s and let's align this to the cursor something like this now I'm going to remesh this so for that just select your logo and let's go under the modifiers and let's apply a remesh modifier now over here we are going to play with the voxel size now you have to be very careful with this otherwise your system will hang and blender might crash so just hold on the shift key and I'm going to just increase it or decrease it slightly and we're going to make this smaller and smaller until we see our logo so just don't overdo this otherwise your system might crash and just keep on doing this so I'm going to make this quite small so let's go to somewhere where we see our logo so let's keep on doing this so somewhere around here so here you can see that we have our logo and it has maintained its form and we are not able to see any kind of distortion so this is perfect so once you're done with this before applying this modifier just make sure to select this and press shift d make a duplicate then press X to move it over here and now I'm going to quickly hide this something like this so that we can just use it later on if you want but for now we are going to focus on this so once you are happy with your rematch structure just go to remesh and let's apply this so now if I select this and press tab you can see that we have this sort of topology and we have evened out our model let's press tab again to get out of it so before we proceed a lot of you watching right now have not subscribed to my channel and I want you to please do that because I want to hit 100K subscriber this year on my channel so make sure to subscribe and press the Bell icon so let's continue now if you want to make this into a inflated cloth then it's very easy all you have to do is just go under the physics Tab and just enable cloth and after that you can go down let's turn off field of gravity to zero and let's set this to zero and after that you can go under pressure and you can enable this let's increase the quality to something like eight and let's go to the pressure and I'm going to increase this so you can just set this value to something like 10 or something less than 10 would work so I'm going to set this to 9 or 8 maybe now if I press play here you can see that our logo will start inflating but this will also make your system run very slow so I'm going to pause this so let's pause this and you can see that we have achieved the inflation look but the main thing is how we can inflate this from a particular direction so for that we will make use of weight paint and let me show you what I mean so first I'm going to create a circle so press shift a and let's create a circle let's press tab to go inside the tab mode and now I'm going to press right click and just subdivide this let's press F to close this face now I'm going to press I for inset and let's insert this something like this and after that you can just click let's select the face mode and let's select this face and let's press X to delete the face so here you can see we have this ring now I'm going to press a to select all the faces then e z to extrude it along the Z space something like this and after that you can press tab again to get out of the edit mode so here you can see we have created this ring sort of thing now I'm going to select this let's go under the modifier and I'm going to quickly add a subdivision surface let's set this to something like 2 or 3 maybe and after that let's click on apply so here you can see we have this ring which we will use to drive the animation now I'm going to press r y 90 degree so that we can rotate it along the y axis now I'm going to switch to the side view by pressing the page down 3 key on my keyboard and let's align the ring so that our logo is in the center if you want you can play press s and just play around with the scale so that a logo is just inside this ring now I'm going to go into the front mode and now we are going to animate this ring from here to here so for that let's press g x and let's move it somewhere around here after that I am going to press I and let's add location keyframe now before you start moving your timeline indicator let's click on the logo and we are going to remove the cloth or disable this for now and now I can move freely so let's move it somewhere around 50. now I'm going to select this let's press g x and let's move it to this side something like this again let's press I let's add a location keyframe now if I press play you can see that our ring is moving from this side to this side which is exactly what we want now the speed of the inflation depends upon how fast this ring is moving so if you want to make this lower then you can just move this keyframe further so now you can see that the ring is moving slowly but for this example I'm going to stick with this we can probably move this little bit closer somewhere around here let's press I let's add a location keyframe so you can see that we have this sort of look now we are going to use this ring to drive our inflation animation from this side to this side and I learned this very amazing technique from this tutorial which is created by this guy called ATI he's a really great guy with some amazing tutorials so I'll put a link in the description if you want to check this out so for this example I'm going to select my logo and after that I'm going to go under the physics tab and for this one we are going to apply Dynamic paint let's click on this and I'm going to close my cloth and dynamic play paint and I'm going to move this on top of our cloth so let's open this up so make sure that this is selected and after that I'm going to click on ADD canvas so this will become our canvas I will explain everything in a minute so let me just quickly go around and have some settings so from here we are going to change the surface type from paint to weight and after that we can just go inside and just click on this plus icon to add this vertex group just click on the plus now you can go under the vertex and you can see that our feed group has been added so this is our canvas and we want a brush to paint on this so this will act as a brush so let's select this and let's again go under the dynamic paint and let's enable this up and for this one we are going to change this from canvas to brush let's click on ADD brush and from here we are going to leave everything as it is and we are going to only change this from paint mesh volume to proximity so only select this option not the mesh Volume Plus proximity so just select the proximity now let me explain what we just did so if I select this and if I go inside the weight paint mode something like this now here you can see that our logo is completely blue and if I start playing the animation from here you will notice that our logo will start changing its color so it is changing its color as this ring is approaching so basically what we are doing is we have defined this Nike logo as a blank canvas and it is being painted with the help of this ring as it is moving closer so you can see that we have changed this from mesh to proximity So based upon the distance how far this mesh is from this thing so as it crosses this fully you can see that it turns its full color and this is exactly what we want now I am going to go back to the object mode and if you want you can control how strongly or how far you want this to effect then you can select this and you can go over here and from here you can play around with the distance you can make this smaller something like this now if I again select the logo and let's go back to the weight paint mode now if I play back here you can see that only small region is being affected you can see that this region is not affected by this thing so for this example you can play around with this thing just make sure to go outside the weight main mode and let's select this and again I'm going to set this to something like 1.2 or let's keep it on one or maybe 0.9 something and let's quickly have a check so weight paint and now if I play back you can see that we are affecting this whole text based on this ring which is exactly what we want now let's go back to the object mode and let's select this and we are going to go under the cloth let me just quickly enable this and if I turn this off and let's open up cloth so if I go inside this for under the pressure you can see we have this vertex group property and from here we can select the vertex Group which we just created so now the pressure will be applied onto this logo based upon this ring so as this approaches to the logo so you can see that it will start inflating the areas which are closer to this ring but if I play back here you can see that it will make your system very slow and in order to prevent this thing we are going to bake everything first so let's go back to the zero and let's go to the very beginning and I'm going to disable my cloth for now let's go under the dynamic paint and from here you can see we can set the start and end frame so our animation stops somewhere around 50. so I'm going to set the end point to 50 and after that I am going to bake this cache so you can go under the cash option and from here you can start baking let's go back to the very beginning now before baking make sure to save your project otherwise it won't allow you to bake now we have saved our project and you can see that the baking option has appeared and before we start baking there is one more option if you want to play with this so if I enable the dissolve you will notice that as our Target will move and let's lower this down to something like 10 or maybe 20 so let's lower this down to 20 and if I go back to the weight paint mode here you can see that our logo will have the color and after that it will start fading away and it will go back to the original so in this way if you want your logo to inflate and then deflate then you can check this option and then you can play around with the timing but for this example I don't want this so I'm going to just disable this and let's go back to the object mode Let's go back to the very beginning and now we can make our Dynamic paint so just click on big and it will run through everything and it will start baking now we can go back to the cloth settings and let's go under the pressure and from here you can see that we have already selected their DP weight now before we do anything let's quickly bake this up first make sure to save the project and let's go under the cache and again we are going to bake only somewhere around 70. so let's set this to 70 and after that just click on bake so I forgot to enable the cloth so just make sure to do this before you start baking and now let's go back and we can just click on bake and now it will start baking all the physics and it will take some time to bake this completely and I will come back once it is done so now the bake is finished and if I play back here you can see that still nothing is happening because we made a small mistake and let me just quickly fix that so as you can see that we have already changed the order over here so you can see that the dynamic paint is above our cloth but under the modifiers you can see that still the dynamic paint is being applied after the cloth so we want this to be at the top and now I am going to go under the cloth and let's delete the bake and I'm going to bake it once again so now the bake is finished and if I play it now here you can see that now our logo is being inflated as our ring passes through it which is exactly what we want so I at this point if you want to make changes to these properties you won't be able to make it until you delete all bakes and after that you can make your changes and bake it again so for now I am happy with what we have achieved so far so I'm going to stick with this so we are pretty much done with the animation part so now our last step is to texture this out so first I am going to get rid of this so we can select this and let's turn this off because we have already baked all the animations so we don't need it so once you are done with this we are ready to add some textures so let me just quickly save our project and now I'm going to texture this using the Shader panel so let's go under here and let's open up Shader editor let's select this and let's click on new to add a new material and first let me just grow under the rendering engine now you can use EV whatever you want but for this one we are going to use Cycles and let's switch this to the rendered View and over here you can see we have our logo let me just quickly add some lights so let's press shift a and let's add area light and I'm going to press g z to move this up and let's scale this up something like this let's move this little bit more up and now we can select the light and let's increase its intensity I'm going to set this to 100 to make this quite bright and let's go under the world setting from here and I'm going to change the color to Black we don't want any other light we are going to create our lights so again let's select this press shift T to duplicate this and now I'm going to move it over here let's press r Y and let's set this to 90 and again I'm going to press G to place this over here now you can play around with the intensity and you can make this dimmer or brighter however you want and I think this is looking fine once you're done with your lighting let's go back to the material so let's select this and over here you can see we have the material let me just quickly add a timeline over here so that we can get a quick preview and let's move it somewhere over here and I'm going to quickly change this color and let's change this to something like blue now it's completely up to you can pick whatever color you want and let's go under the roughness you can just lower this down to get some really nice highlights in the material and let me just quickly zoom in here you can see we are able to get some highlights and if you want to have more then you can just add more lights let me just quickly select this press shift to D and let's Place one over here let's rotate it R5 180 degree and now we can select this and I'm going to increase its brightness so let's move this further somewhere around here now let's add one more light at the front let's press shift a let's add a light area light let's press r X 90. and let's press g y and let's place it somewhere around here let's press s to scale this up let's go back to the front view and I'm going to just increase its intensity let's load this down little bit now you can select your logo and we can play around with couple of these settings we can make this metallic if you want but for this one let's keep it simple and roughness we can just lower this down after that you can play around with the angle of Lights to get really nice reflections something like this so I think this is looking fine now we want our logo to transition from a different color so at first we want this to be of something else so let's press shift a and let's search for principle bstf and let's place it over here and I'm going to change its color so let's make this little bit darker something like this and now if I plug this in you can see that it will make our logo darker and you can play around with the roughness however you want now the main question is how we can switch from this color to this as the logo has been inflated and for that we can add a Shader so let's search for a mix Shader and over here we can plug both the colors so I'm going to plug this over here and this one over here and here you can see that we have plugged both of them but still we are not able to get the desired result now we have to find something that we can plug into this Factor so that we can transition from one color to other as it inflates and I tried so many things but I was not able to get any particular result and luckily I found out this guy and he has made a really nice tutorial on how to play with the layer fit and how to change it based on the proximity so I will put a link in the description if you want to check it out now let's see how to do that so for the transition we are going to make use of the geometry node so let's go under the modifiers and from here let's open up Geometry node and let's just click on new and from here we can switch this to Geometry nodes and here you can see we have the input and output and now let's add our node so let's press shift a and let's search for capture attribute and let's drag it over here and after that we can plug the geometry over geometry and this one over here and let's plug this into the value and we can plug this over here and now you can go under the geometry node and from here you can click on this icon to change this from number to a text field now over here we are going to add our DP weight and under the output weight we are going to add weight now you can type whatever you want over here just click on the plus so we have added this now we can go back to the Shader editor and over here we can search attribute node and under this we are going to type our name so make sure that this name and this name is same so I'm going to type wait over here as well and after that let's press shift a let's add a color ramp control this and let's plug the factor into the factor and this color will go under the factor as well so now as I proceed you will see that our color will start changing as we are moving and you can control this transition with the help of these you can make them closer to make this hard however you want so now here you can see that we have created our animation and our logo will start inflating now if you want you can play around with other properties you can change color however you want so in this way you can transition from normal logo to inflated one with the help of the setup and once you're done with this we are ready to render this out so let's go under the rendering tab and make sure that this is set to GPU compute and under this we are going to change couple of these settings so first I'm going to render out only the first 50 frames and let's go into the rendering engine and let's change the max sample to something like 64 or 32 whatever you want just make sure that this option is checked and let's go back to the rendering output and from here RGB 16 color 16 bit and compression we don't want after that you can save it into a folder wherever you want to render out the image sequences then just go to render and just click on render animation and it will save all the frames as a image sequence and after that you can combine them to create something like this so in this way you can create these kind of inflected logo animation and if you learn something then make sure to subscribe also the project files for this tutorial is available on patreon so if you are supporting me over there then you can download it from there and if you are not then you might consider it because you will get access to the tutorial project files and exclusive templates that are available only on patreon so with that being said my name is Abhishek and I'll see you in the next one foreign [Music]
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Channel: Motion Nations
Views: 72,525
Rating: undefined out of 5
Keywords: advance logo animation blender, balloon inflation blender, inflation effect blender, blender inflation tutorial, logo inflation blender, blender dynamic paint water, dynamic paint blender waves, dynamic paint animation blender, blender dynamic paint animation, blender balloon effect, balloon text effect blender, balloon logo effect blender, b3d logo inflation, text inflation b3d, blender soft body inflation, inflated logo blender 3d, advanced blender tutorial, b3d logo, b3d
Id: hWdvf6XADKY
Channel Id: undefined
Length: 21min 51sec (1311 seconds)
Published: Wed Feb 15 2023
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