Blender Motion Graphics - 5 Easy Effects in 15 Minutes [Tutorial]

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👍︎︎ 1 👤︎︎ u/CaptainObvious110 📅︎︎ Apr 18 2020 🗫︎ replies
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hey guys when your meteor and today we'll be making five motion graphics effects in blender like the ones you can see on the screen right now so first we'll be making square spirals this effect can be extended to other sorts of spirals but we'll make feet making square ones today so make sure you have your render engines Eevee and I'm just gonna darken the background just as part of setting up the environment hit 7 go to top view and set your camera by ctrl shift o and then you can set it to orthographic then you can make a plane inset it in edit mode and cut out a square ring next in order to cut stuff out of this we'll add a single vertex at the middle of the scene and then we'll extend it and we'll be using the screw modifier in order to make it sort of wrap around in order to hide part of this square ring and let's keyframe it so we'll go to frame 60 and we'll set to 360 and at frame 0 the angle will be 0 now we need to actually have these intersecting so add a solidify modifier turn up the thickness and you can see that we have this sort of pipe cutting this out of a square ring now in order to actually cut it we'll use the boolean intersect function make sure you have pool tool enabled in your add-ons and it's control-shift beat we can add an emission text power sorry shader to this and that's how we really need to do now in order to duplicate this fact we'll just select both of these objects we'll make another one and we're wearing the animation tab so we can see all the other effects and we can just minimize these drag the keyframe handles and move it don't worry about the one on the top moving those are that's a summary so it shows everything in your scene where all the keyframes are and just move each of your objects by a little keyframe shift and there you go square spirals now you can change these to rings or 3d shapes or whatever you want alright time for effect number two motion trails so again we'll start by setting up the environment in the same way make sure an Eevee turning down the background and setting the camera in top orthographic view now in order to do this we'll define a curve for the actual particle to move along we can go and top you to do this because that's where our camera will be and just make sort of a squiggly path you can use the e tool to extend the curve and we'll just set the camera there make sure everything's centered and the way you want it and this can be really any curve you want you can always change the handles in order to increase the smoothness of the transitions and we'll be refining the resolution of this anyways in the final render so make a circle and make sure it's at the origin and fill it you can scale it down a bit and we're going to attach this to the curve with the curve modifier so in order to animate its position first set it to the origin so even though it won't be at the origin make sure the the particles origin is at the origin of the scene by Ulchi then we can just move it along the x axis and it will move along the curve as if it were being displaced alongside it now we can keyframe this by setting a location keyframe at the start and at the end of our animation and remember we're just going to be moving along the x-axis now in order to alter the scale of this all we need to do is keyframe the scaling and again we'll only scale on the x axis and you can see that this scales along the length of the curve which is pretty cool now you also see that this is a bit jagged looking so first let's add an emission textured or shader again to see it and then we can end up increasing the resolution of the scene in order to make some interesting colors you can abuse the geometry node by applying a the position vector I don't actually know what sort of inputs that gives you how you would turn that three-dimensional vector into a color maybe just Maps X so I said to RGB but this is abuse regardless then you can use a color ramp to modulate the colors that will go through although your mileage may vary on this because this is really some serious abuse of the geometry node next we can apply some subdivision modifiers make sure you change both the render and deport quality in order to smooth the curve and then we can increase the actual curves resolution by changing the resolution preview and the render quality and there you go we have a much smoother curve now with a color changing particle with a motion trail that goes along it all of that motion blur and here's a look at the effect alright so now for effect number three starbursts so again we'll set up the environment turning down the darkness by by default cube and we're going to make a cube so this will be our start particle and I say particle in quotes we'll add a curved modifier or I sorry just a normal curve then we'll add an array to this cube we can change the offset so it's sort of spaced out and these are going to be our individual particles we can attach it to the curve with the curve modifier and then sort of change this offset so that it looks kind of like they're evenly spaced without any strange gaps now you'll want to add a vertex group so this is new let's just select the top two vertices and assign the a vertex group and we can call it outer now make sure you apply both of those modifiers so now your circle is no longer needed and we'll add another circle but this will be an empty circle now you can scale down your particles and keyframe the scaling the timing of this really depends on you just look at what looks good and now to make it sort of burst in order to do this we'll be using the hook modifier to sort of sort of stick the outer particles or the the outer vertices on to this curve and so you can sort of see what this affect us and by modulating the strength property we can see how that alters it and so if we animate that strength property we can have an animated sort of burst effect so I'm just going to set the strength in the middle to zero then somewhere further along to one and then once it's out at the edge I'll set it back to zero and you can see that our particles conform to the curve more and they sort of get magnetized to the sides closer in the middle and then they the strength decreases afterwards now we can add another emission texture and we can also fade it through by using this mix shader' trick so make sure you have your settings set to alpha blend in the blend mode so we can actually have transparency and we'll mix an emission node with a transparency node and then setting our factor to zero will give us full emission and setting our factor to 1 will give us full transparency and all we have to do is keyframe this so we can keyframe the factor from 0 to 1 and then you'll see that our opacity of our object will just fade to zero which is pretty useful and you can always change where the position of this is I don't know too much about the actual principles of motion graphics so I'm sure there are some good timing guidelines and you might want to look those up for yourself and you can see how as we keyframe this the transparency is changing which is a very useful trick just make sure that you have alpha blend as your blend mode otherwise this will definitely not work in evey though it will work in cycles now if we want to duplicate this effect we can do sort of the same thing we did before with these square spirals and remember here that we can sort of change a lot of the parameters a lot more easily than in the timeline so if you want to have multiple of these effects just duplicate that middle circle you can expand it a bit and then move all of the keyframes that belong to that in one direction or another make sure you have your materials as separate if you want them to have different animation speeds so they don't both don't start fading out at the same time because they're the same material just make sure to separate them and hit the number two next to the material name in the material panel and there you go since we all of these have a slight frame offset you'll see them being slightly delayed and so this is what that sort of defect looks like all right next one these are will be transitions and this will be a sort of staggered panel transition so we have the scene setup as we had before orthographic camera Knoll and we're going to add a plane here just at the corner will move up the origin to the bottom of T Square and then we're going to duplicate this a couple time I think five is a reasonable number make sure these are all nicely pressed up against each other and then we'll add an empty there which will control everything so we added a vertex group called hook to each of these squares which would just be the top two vertices and we can just apply the hook modifier with varying strengths so that when we move when we move that empty all we have to do is key from that specific movement and then everything will follow it so you would apply the vertex group the same way as we did in the starburst we're just selecting the top two vertices and we are going to apply a new vertex group to those and now we can just go to the initial frame make sure everything's hidden keyframe the emptiest location and then go to the final frame make sure everything is shown and then keyframe again we're giving everything a nice emissive texture and you can sort of mess with this you can mix you can mess with this shader or however you want but I think just a single color would probably look best this will be a while of me trying to figure out other color schemes but honestly you should probably just go with the flat color all right so now for the last example this will be a panel split transition so we'll have the same environment setup as we had before and this time we're going to create a plane make sure your camera set orthographic and then we'll scale this plane up to the size of the camera plus a little bit just for just to be sure and we'll use the knife tool which is K and then hit space then V and then we can separate the cut we just make through the middle now key framing this will be pretty straightforward all we have to do is we'll just set their location initially and then we'll go to the final frame of this which I said to be frame 20 and we'll move it outside of the bounds of the camera now you can move it so that that origin is right on the corners of the camera so it won't be shown once this animation is over then we're going to parent their locations to this empty this is an important point especially if we have to duplicate this otherwise key framing their vertical location data is going to get very messed up now we can apply an emission shader to everything make sure to name it well not like me and then we can just duplicate this and have the same effect staggered multiple times since if you have an orthographic shader you don't need to worry about scaling because all the things that are parallel in the scene will remain parallel and we can sort of shift the keyframes in the timeline editor in order to see in order to seus a staggered effect now you can change these colors I would suggest choosing colors they're analogous but you do you and so you can see how we have our FX staggered but you should probably try to make sure that the end keyframe is about the same time alright so I'm going to make another panel make sure each of the panels on the seams sort of have the same shader so if they don't have different colors which would look kind of weird and you can just duplicate this and repeat the process so we need to do is go into this panel for animation and then we can just give everything a slight offset so remember we have two things to keyframe so we'll just select the pairs of two and then we'll just shift everything over a bit and you can see how everything is delayed like that which is a good effect you can always change the ending time of some of the animations and tweak this to your heart's content you can always add some visual effects like bloom but I don't think it will make too much of a difference in the scene and this is what it looks like all right so that was five motion graphics effects and blender now for a quick summary if you want to move only part of the mesh you can use the hook modifier or you can use shape keys if you want to look up how to do that so the hook modifier is generally more visual and obvious how to use it if you want to selectively hide and show bits of your geometry you can use boolean modifier in case you want to have something moving on a path you definitely want to use the curved modifier in order to confine a particle or object onto that path and you can mix the emission and transparent shaders with alpha blend in order to modulate the opacity of an effect all right I hope you like this video if you did make sure to subscribe and I'll be making more of these videos in the future particularly about typography and applying these motion graphics effects there as well as how to overlay these effects and transitions on top of your own videos using the video sequence editor alright see you in the next one bye
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Channel: Wintermute Digital
Views: 160,562
Rating: undefined out of 5
Keywords: blender, art, cgi, cg
Id: AONniAlLjLg
Channel Id: undefined
Length: 15min 13sec (913 seconds)
Published: Fri Apr 17 2020
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