Quick and Easy Intro Animation in Blender

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hey guys how's it going it's katsu here so i've been working at improving the look and feel of the channel and one of the things that uh or the aspects that i'm going to start incorporating is an intro animation i've been looking at references and watching different video tutorials and i've found some great ideas by ducky 3d and default cube if you haven't seen their content i highly suggest you do so they have some excellent videos so on this tutorial we're going to create our own intro animation i'm going to explain my thought process and we're going to go over the complete workflow from creating the text and the logo to setting up the scene adding the materials create the animation and the final render so without further ado let's go ahead and get started okay so we have our defaults in here i'm going to delete everything right now so that we can start from scratch and let's go ahead and create a text object i'm going to click 7 so that we can have a top orthographic queue and with tab i'm going to um type k and over here under our object data properties font i am going to select one of the fonts that i've decided will work perfect for my logo um so once that i have that i'm going to rotate 90 degrees on the x-axis and over here under geometry you can extrude it and let's also add some bevel as well so that it'll look better so i'm going to zoom in real quick and here under depth let me just add a tiny bit of level i think 0.03 looks great there you go also one last thing here under alignment i'm going to select center and both on horizontal and vertical there you go so now we have our k i'm going to duplicate this tab in and change it by an s and i'm just going to grab it and move it around somewhere that makes sense around here and i'm going to duplicate this again move it down towards the x-axis and i'm going to type catsu studio there we go i'm going to change this font over here under fonts i'm going to select this one and i'm going to scale it in now in order to center everything i'm going to make use of my camera so let me create a camera object right here i'm going to bring it back a little bit and i'm going to change the focal length to 35 millimeters also here under camera let's go into viewport display composition guides and i'll add thirds and center and now i have a point of reference so that i can align my font and make sure it's completely it's perfectly centered so i think this looks good and i'm going to move it up or towards the z axis i think right about there is fine and let me move the text as well there you go i think this looks great and i can move it back just a little bit there you go just like so perfect now since we scaled this down i'm going to ctrl a scale it and when i scale this the the extrude will uh will be a little bit messed up so i'm gonna go back and just fix it i think this looks fine and also the bevel is now uh too high so i'm gonna bring it back just a tad um i think 0.001 looks good there you go so now we have our logo right here and next i'm going to work on the okay so what do i have in mind how do i want to uh animate this one of the things the or one of the animations that i'd like to do is create a dolly zoom or vertigo effect now how can we accomplish this i'm going to uh insert a keyframe i'm going to keyframe the location at this point since i like this composition right here and also i'm going to create a keyframe on the focal length at 35 millimeters so now that i have this uh oh and one last thing this should be done at the end not at the start so let's say that we want a 5 second a 5 second animation at 60 frames per second so that'll be uh 300 frames so at when i'm going to position myself at frame 300 and again i'm going to insert my keyframe here for the camera location as well as my 35 millimeters now i can do the modification here actually let me delete this keyframe here there you go so uh what's going to be my starting focal length let's go let's say 300 millimeters and i'm going to push the camera back towards my y-axis and what i want to accomplish is that in order to achieve the the dolly zoom effect is that i want to have the same position uh or the same relative position to my tech of my text so let me bring this back around there let me zoom in real quick uh just about there okay so i'm going to go back to my first frame oh i should have done this on my first frame i'm sorry uh so let me go back here change this to 300. let me look at my camera view in uh just like so and let me add the keyframe on my initial focal length as well as my location so now that i have that if you notice um if i play this the camera will move towards my text and my focal length will decrease until we arrive at 35 millimeters now the trick here if i go into my camera view and play this uh this should stay completely static and that means that the effect has been achieved and now whatever i put here on the on the background will have that dolly zoom effect perfect so now that i have that i am going to add a floor real quick so mesh plane uh let me bring it back a little bit here just like so i think this is okay and i'm going to go into edit mode by tapping in selecting this edge right here uh and i'm going to grab it and move it towards my y-axis just until it's on the edge right here once i have this i'm going to talk out and scale on the x-axis as well and just to make sure i'm going to go to my last frame here and i want to have this two at this two corners right here to be out of the frame so i'm going to scale it back a little bit more there you go so now we have this right here and again my camera is going to start moving here until we arrive to our endpoint now one of the other things that i want to do because of uh the way i'm imagining the um how this logo will will look is that i am going to do a it's called a pedestal movement and that means that the camera will move on the x-axis so i'm going to go into my first frame and let me i'm going to insert a keyframe here so that we can have our our for our reference at the beginning of the movement and now on our frame on our last frame i'm going to go into camera view and i'm going to select the text as well as the camera and i'm going to move them up so that the floor is out of my uh of my frame and let's insert a keyframe location so this will create both a dolly zoom effect as well as a pedestal effect if we look at from the side you'll see that the camera will start going in and it'll start moving up just like so and if i go into my camera view we'll have this effect right here that is perfect okay so now that we have that let's start adding some textures to our floor to our logo and one of the things that i'm going to do here is i'm going to add some clouds or nebulosity as a background so in order to do that let me create a cube mesh cube i'm on i'm going to move it towards the y axis like so and let me go into my final frame here i'm going to scale it on my x-axis move it up a little bit so that it's centered and scale it on the x-axis so that it's completely out of frame just like so also i'm going let's let's select the object properties go into viewport display and display as let's change it from textured to wired and one of the things that i like to do is make sure that this uh let's see here oh yeah i know what's going on um as you can see here my cube i would like to make this back portion of the queue uh bigger so for reference i'm going to use the same uh dimension for my x-axis as my y-axis now that i have that in order i've noticed that in order to get the best results i i like to scale it up a little bit more until it's at the same size the back of the of the cube to my camera um to my camera and then i'm going to send it back again so that it's behind my text there you go so let's watch it again also let me go here under okay i have my 60 frames per second perfect so this is how it looks right now which is perfect excellent okay [Music] let's start working on our cube because i like working with the volumes a lot as you may know if you watch my other videos so let's split the screen i'm going to have my shader editor at the left and oh in order to make this work i'm gonna have to add a light source here i'm going to add a point let's bring it back here towards the center and let's increase the power uh the radius first just around there i think and let's make it like 1000 so that's clearly visible perfect and now that we have this let's that's eraser principle vsdf i'm going to add principal volume just like so there you go [Music] um and let's add a okay let's add a gradient texture so i'm gonna replicate like the effect of the nebulas that i like to do so i'm gonna if you haven't seen those nebulas i'm going to link leave a link at the end of the video uh there's a tutorial i made on creating procedural nebulous so it's going to be basically the same the same process so i'm going to add a math node going to subtract let's add this here and then i'm going to add a noise ramp multiply node i'm going to grab it from here i'm going to borrow one change it to multiply and let's plug this vector here plug this by part right here this over here and let's combine or send this over here this has to be subtract spherical and this has to be as texture perfect let's plug this to our density and now we have something real cool let's move to our last frame so that we can have a better view of our nebula and i'm gonna make the background black so that we can see it better okay so i'll ramp up the detail move the roughness around there bring in the let's multiply this by two there we go so we're gonna have something around there we're gonna move this right here also um okay now that we have that let me duplicate this this will be like our object texture right here let's multiply node here take this that way over here and we'll plug this here and also i'm going to multiply it again just to increase the density let's multiply it by um yeah 2 is fine okay um now that i have this i'm going to make sure to add ambient occlusion bloom screen space reflections and refraction and color management high contrast just like so and just so that we can see it better i'm just going to temporarily increase the samples under our render properties and decrease the distribution this is just so that i can take a better look at how this at my nebula and let's bring this in you know what i'm going to create also another mapping node real quick and to duplicate this here and let's reset this i'm going to plug the generated this creates a very uh cloudy texture that i like very that i like a lot let's plug it right here and let's decrease our detail uh i think this next extras wasn't yeah that shouldn't go right here this dude right should go here and then we'll plug it here let's open another color ramp real quick oops uh what happened i don't know why it went over there did the same thing [Music] this should go here this should go here and now i'm going to decrease the detail i'll bring it down let's bring the cell in the roughness down and let's bring i'm going to leave this like a 2 for the time being i just want to start working on how it looks so let's see here okay oh that's this is why this should go from object to vector okay let's give it a second for it to render there you go so now let me decrease the scale or increase it a little bit more just like so i think this looks good uh somewhere around there let's increase the detail around 10 and the roughness a little bit more there you go and now i can work on my detail and roughness bring it back up again and let's do our skill that two is fine uh yeah i think this looks good there you go okay i think this looks nice and finally let's add some color so i'm going to add a multiply i'm going to borrow this ramp here let's reset both plug this right here this will change to multiply plug it into our color ramp move this a little bit further up into the back and plug this into our color and again in case while this is um updating basically i'm doing a gradient sphere in order to get a spherical shape and this will modify my base shape and over here this is like my base texture and finally we're adding some color at the end so i'm going to add a node let's bring the slider up and let's change this to uh kind of a blue hue we're gonna move this a little bit back have this to be like this color right here let's take a look okay um [Music] let me increase the ramp a little bit there we go that looks better let's see if i can change this to a red just like so okay so let's take i'm going to bring the tile size up again and bring down the samples again so that we can have a smooth animation and let's play it and this is how it's looking so far so we're going like a zoom out on the nebula real quick perfect now that we have that let's work with our plane right here let me change to um let's change our viewport shading to a material preview and let's split the screen again change into shader editor and create a new material so we're going to add a noise texture ctrl t you need note wrangler in order to create this you can add it on the add-ons edit preferences add-ons add a color ram and plug it into our roughness right here and change this to object right here and in order to get some information let's change it to metallic let's move our base color down a little bit and it's important that we need to control a scale to get the proper scaling of our texture let's decrease or decrease our scale here around there maybe more color ramp up just like so and let's increase the detail and the roughness and bring the white slider down a little bit there you go we have this like grimy surface and yeah i think this looks nice and we can just make a little bit gray in order to affect the roughness more there you go i like that and also we can add some texture as well to the bump in order to do that we can do a we can have a voronoi map it's rampant bump it and plug it this goes here this goes to our height this goes to our normal and this will go with an object some object right here and change this to f2 and we can decrease the scalp and get back a lot this this is completely up to you how you like this to to look or for instance this i think is what uh ducky 3d did which he changed f2 and chevy chef and it created some nice textures here like so i think this looks great change it here there you go this is how it looks so far let's change to our render view so now we have this effect really cool okay so now that we have that as well we can add some lightning and oh we can go ahead and texture our logo as well this is going to be like quite similar to this one so i'm going to have this duplicated and this will be like the text material let's get rid of the [Music] bump let's bring this in closer like so and we can put a little bit with the scale and we can make this lighter as well there you go just like that and now that we have that we can just apply the same material to our s and to our text as well there you have it and now that we've done that let's add some lights and in order for the lights to look cooler i'm going to create another uh another volume but this is going to be like our fog for the world so bring this here uh let's scale it on the y-axis like so on the x-axis as well and let me go to the side view uh let's go into our object properties and change display as wire so we can have a better look at how this is and we might need to scale it on the set axis as well like that there you go and now that we have this we can just add a very basic principle volume without any bells and whistles so like so and decrease the density a lot like one zero three maybe something like that and now that we have that we can now add our lights so i'm going to add an area light uh move it on the set on the y um let's see that it's out of frame so up to here and i can decrease a little bit more rotate so that we can point it straight at my font increase it a little bit more there you go let's go into our render preview and we can increase the power of this lamp by let's say 200 there you go and now we have we might want to increase the um the density a little bit more maybe not that much though i think this looks fine okay so let's take a look there you go so we're creating this great movement um also there's a couple of uh of other things that we can do let's see yeah i can add a couple of more a couple of effects as additional effects so let's use this point i want to change this to let's say just a little bit more blue and we can do for instance when it reaches the end right here actually maybe here at 280 we can having our point we can create a we can add a keyframe well change it to zero add a keyframe and then on to 90 we can add another we can move it up to a thousand add a second keyframe and then 300 we can bring it um actually you know what it's gonna be like uh 1 000 this has to be like a really high value let's say 5000 like so and we'll bring it down back to 1000 again and now we have a kind of a storm in the background at the end just like so so here at the end it will increase the brightness and decrease it again just like that [Music] and also we can add some uh shake to the text uh as if it was like colliding with something we can at that let's say at frame 280 maybe uh this is also really simple what we have to do is add uh let's do location and rotation we're going to change here from our timeline we're going to select graph editor and then hit n go into our modifiers let's expand this select the x location and i'm going to add noise but i'm going to restrict the noise so that it'll start on frame 280 and end on 290 and decrease the scale the strength to 0.1 so if i do that now when when the text arrives here it'll do a little shaky shake like so and we can just copy this go select our wire location and paste it right here and we are going to move our offset so that the noise is different and it'll randomize it and give it a better a better result so i'm gonna do here 40 60 80 and 100 and now if i play it again we get this kind of randomized sort of banging or colliding or shaking and we can have the same here just paste it oh actually i need to uh let's see here i know why it didn't uh location or rotation there you go so this zero okay there you go so it's gonna be the same like zero that's spaced this is gonna be 20 40 oops let's copy this so this was 40 this is going to be 60. 80 and 1000 and we're going to do the same with our font so i for insert keyframe location rotation let's expand this go here paste and just move the offset again the offset can be moved to whichever amount you want as long as it's different doesn't really matter just doing the same for all of them zero two four is six eighteen and 100. there you go so now when it arrives here it'll check everything and there you go we can go back to our timeline so um there you go we have our finished scene right here finished animation a little bit of shaky shake and thunders at the end so let's summarize what we've covered today we created the text using our font object we can play with the we can select our font we can align it here we can also uh extrude it and add some depth once the text was created uh i made sure to go to the last frame here and at my the final position of my camera relative to my to my font and in order to create the dolly zoom effect once i keyframe that i went back to the beginning or to the first frame i modified the focal length to in this case 300 it can be whatever you want it to be and you need to make sure you're going to you're going to start going back towards the y axis until you arrive at the same position relative to your text insert the keyframe and that'll create the dolly zoom effect i added the plane here and after i added the plane i wanted the text to go uh towards the x-axis with my camera in order to create a pedestal movement so i i grabbed both as well i moved them up and inserted the keyframe again after that was done uh with my plane we added some materials in this case we only affected the roughness and the bump and in order for it to work properly we made the material metallic and and we also added the background nebula for our background nebula again with our sphere where the gradient over here this section right here modifies the base sphere uh shape and this section right here and we need to combine these two with a subtract node over here we added like the texture with our noise color ramp mapping noise color ramp this increases the density it's like a pre-gain we combine the base shape with a texture over here and we have like a post gain for the density over here and we're plugging our color right here and finally we added some fog some world fog over here really basic just with a procedural volume with a very low density and that's pretty much it so once you have that yeah well obviously we added a an area light right here and also a big point right here and in order to create the thunder effect we just added some keyframes increasing the power and for the shaky shaky we just select the frames we go into our graph editor and with n we can just add a noise modifier making sure to select restrict frame range because otherwise you're going to be having noise do for the whole duration of the um of your scene and that's basically it i hope you like this video um please try it out if you like it and send me links to your videos so to see how they look um and i think that's it so thank you very much catch you out thank you very much for watching this video please consider liking and subscribing if you enjoy the content and think i've earned your subscription i'm always looking to improve and create better content if you have any feedback or questions feel free to comment and let me know i'm kaitsu have an excellent day
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Channel: Kaetsu's Studio
Views: 2,010
Rating: undefined out of 5
Keywords: Blender, Youtube, animation, intro
Id: Rj2gLjEcuUQ
Channel Id: undefined
Length: 36min 25sec (2185 seconds)
Published: Mon Feb 01 2021
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