3 Tools I Use on My Motion Graphics in Blender Every Day!
Summary
TLDRThe video teaches three motion graphics techniques - randomizing objects on a surface, creating loopable camera shake, and animating objects along curves. It briefly covers how to set up each technique in Blender, with example animations showing the final results. Additional resources are mentioned like project files and tutorials for learning more in-depth.
Takeaways
- 😀 Use Geometry Nodes to randomly distribute objects on a surface
- 😀 Control random distribution with noise textures in Geometry Nodes
- 😀 Add camera shake with Noise modifier and blend in/out for seamless loop
- 😀 Use Follow Path constraint to make objects follow a curve
- 😀 Animate curve shape to create flowing object animations
- 😀 Learn to create flowing number countdown animation on Patreon
- 😀 Free project file available to follow along with camera shake tutorial
- 😀 Full tutorial linked in description for creating flowing object animations
- 😀 Support channel on Patreon for bonus content and project files
- 😀 Apply tricks shown to make motion graphics animations more interesting
Q & A
オブジェクトのコレクションをランダムに配置する方法は何ですか?
-オブジェクトのコレクションをランダムに配置するには、「インスタンスオンポイント」ノードを使用し、選択したコレクションをインスタンスにプラグインします。そして、「ピックインスタンス」を使用するか、「ランダムバリューノード」を「インスタンスインデックス」に接続してランダムに配置します。
カメラシェイクを作成しループさせる方法は何ですか?
-カメラシェイクを作成しループさせるには、アニメーションタブのグラフエディターで、X、Y、Zオイラーローテーションにノイズモディファイアを追加します。それから、「フレーム範囲を制限する」を使用して、アニメーションの始まりと終わりでシェイクを滑らかにします。
オブジェクトをカーブに沿って動かすにはどうすればよいですか?
-オブジェクトをカーブに沿って動かすには、「パス制約」をオブジェクトに追加し、対象のパスを選択します。この方法で、オブジェクトはカーブに沿って移動します。
オブジェクトのコレクションをテクスチャを使ってランダムに配置するにはどうすればいいですか?
-テクスチャを使用してオブジェクトのコレクションをランダムに配置するには、ノイズテクスチャをインスタンスインデックスにプラグインし、マップレンジとベクトル数学ノードを使用して設定します。これにより、テクスチャがオブジェクトの配置に影響を与えます。
ランダム配置のための「ピックインスタンス」とは何ですか?
-「ピックインスタンス」は、インスタンス化されたオブジェクト間で自動的に選択を行う機能です。しかし、これは配置に対する直接的な制御を提供しません。
カメラシェイクの強度とスケールを調整するにはどうすればよいですか?
-カメラシェイクの強度とスケールを調整するには、ノイズモディファイアの「強度」および「スケール」パラメータを編集します。これにより、シェイクの振幅と頻度を細かく調整できます。
オブジェクトがランダムに配置されるテクスチャの影響を調整するにはどうすればよいですか?
-テクスチャの影響を調整するには、「マップレンジ」ノードを使用して入力と出力の範囲を調整し、「ベクトル数学」ノードでその効果を強調または減少させます。
カメラシェイクをループさせる際の「フレーム範囲を制限する」の目的は何ですか?
-「フレーム範囲を制限する」は、アニメーションの特定の部分でノイズモディファイアの効果を有効または無効にするために使用されます。これにより、アニメーションの開始と終了でシェイクを自然に見せることができます。
オブジェクトをコレクションに追加する手順は何ですか?
-オブジェクトをコレクションに追加するには、オブジェクトを選択し、「M」キーを押して新しいコレクションを作成し、それに名前を付けてオブジェクトを移動します。
パトレオンで提供されているモーショングラフィックスの教材の目的は何ですか?
-パトレオンで提供されているモーショングラフィックスの教材は、特定のアニメーションテクニックやモーショングラフィックスの作成方法を学びたい人向けに、より詳細なガイドとプロジェクトファイルを提供することを目的としています。
Outlines
🎥 Explaining how to randomly distribute objects on a surface in Blender
The paragraph explains how to take a collection of objects in Blender and randomly distribute them on a plane using geometry nodes. It shows two methods - using a random value node plugged into the instance index to randomly pick objects, and using a noise texture plugged into the instance index to distribute based on the texture.
🎥 Adding camera shake to an animation in Blender and looping it seamlessly
This paragraph explains how to add camera shake to an animation in Blender to make it feel more organic. It shows how to add noise modifiers to the camera rotation channels and use restrict frame ranges with blend in/out to loop the shake seamlessly over the entire timeline.
Mindmap
Keywords
💡Motion Graphics
💡Animation
💡Camera Shake
💡Noise
💡Looping
💡Geometry Nodes
💡Instances
💡Curves
💡Constraints
💡Keyframes
Highlights
Shows how to randomize a collection of objects on a surface using Geometry Nodes
Uses a random value node with integer output plugged into instance index to randomly distribute objects
Also shows using a noise texture with mapping to control distribution based on the texture
Links to project files and tutorials on his Patreon that use these techniques
Shows how to add camera shake with noise modifiers and restrict frames to loop it seamlessly
Ramps in and out the camera shake over 30 frames so there's no jolt at the loop point
Applies camera shake to multiple rotation axes for organic, natural look
Notes the moving elements in his examples follow paths, enabling complex motions
Demonstrates making a wavy path and using Follow Path constraint to move an object along it
Animates path rotation to create more dynamic, flowing movement
Adds more objects following animated paths to build complex scenes
Links to a tutorial showing how to set up these path-based animations step-by-step
Offers project files to support learning these techniques on Patreon
Summarizes the 3 key tricks covered - random layout, camera shake, path animation
Notes Patreon has more resources to learn these motion graphics techniques
Transcripts
hey so I make Motion Graphics and
there's always like a billion little
things that make them cool I picked out
three tricks that I'm using quite a bit
that make my animations look really cool
so first I'm going to show you how to
take a collection of objects and
randomize them on a Surface so you can
have some control over where they go
then I'm going to teach you how to
create camera shake and not only that
but actually Loop the camera Shake
animation so you can add it to your
looping animations and on the last one
I'm going to show you a really cool
trick that these two animations have in
common let's get into it all right so go
ahead and start with a collection of
objects it can be literally anything if
you don't have anything just throw in uh
some of blender's Primitives I'm going
to start with these little puck looking
things and go ahead and highlight them
hit M add a new collection just call it
I'm going to call it pucks you can call
it whatever you want move them out of
the way and what we're going to do is
we'll just set this up from scratch I'm
going to add a plane we're going to go
over and create a new geometry nodes
workspace so we're going to get new and
let's get a
grid you know size it we'll say size of
10 vertices of 50 then we'll get a
instance on points and this is where we
get to start making this so what you can
do up here in the outliner is just pull
the entire pucks collection or whatever
collection you have and plug it straight
into instances now you'll notice we'll
go ahead and turn on separate and reset
children and you'll notice they're all
here but here is the problem that what
I'm about to show you fixes they are all
on top of each other all five objects so
you can go ahead and click on pick
instance um and it does it it kind of
picks it for you but this gives you
absolutely no control so how can you
control it we're going to control it in
two ways with Randomness and with
textures now the first one is the
easiest you can do a a random value node
and then switch this guy over to integer
and plug him right into instance index
and that will randomly place them and
and that is the quickest way to do it
and this is a way I showed it on a
three-part series I just put on patreon
where I used this process to create this
really cool countdown animation there's
a lot of really cool parts to this if
you want to learn that that is in the
description for tier 2 and tier 3
members along with a whole bunch of
other really cool Motion Graphics stuff
on my patreon so feel free to check that
out now this is the first and easiest
way to randomize a collection of objects
on something but you can also use um
textures which is super cool so what you
can do is I'm going to go and get a
noise texture I'm going to plug that
into instance index it's not going to do
anything so what we need to do here is
get a map range and do a little bit of
setup and I'm going to give this one
negative one on the men and positive one
and then you can get a vector math node
to kind of accentuate that if you set
this up to multiply so if I bring this
up you'll start to see that noise
texture actually start to affect This
Plane then I'll make maybe bring my
detail down and then this is when you
can actually start to recognize the uh
the pattern actually showing up so look
at this now we have this noise pattern
showing up in this scene it looks really
awesome if I kind of play with my uh my
uh map range here there we go you can
actually recognize the noise texture on
this in the way that it's randomizing so
it's super cool now if you want another
bit of context of like hey when can you
use this I created this animation with
the same thing had a sphere and uh had
the numbers as a collection and then I
was able to put the numbers on that
thing
randomly with this process and that I
also on this project file I created a
volume and then put instances within the
volume and then again used those numbers
to instance in there and it randomly
picked which numbers I wanted to put in
this animation um all those project
files are on patreon by the way um but
this is a very powerful trick to add to
your Motion Graphics if you need to
randomize a bunch of different objects
it's very powerful and you can make a
hundred things with it all right now
let's create some camera shap can also
Loop the camera Shake animation which is
super valuable so in the description
there's a free project file for you to
download this if you want to follow
along with what I'm doing or you can
just watch and uh remember it uh but
this is just a standard animation where
I have all of these guys as
instances and you can see the camera is
flying through all of these instances so
I want to add some camera shake to make
this more interesting so it's not just
like perfectly going in makes it feel a
little bit more organic so what I'll do
is I'll hit the back row of frame zero
and then I'll click on my camera and
right up in here I'm going to go ahead
and just add a key frame on all of them
that's all we need to do and then we can
go here to the animation uh Tab and this
will have it set up for us so we need to
be in the graph editor where you can see
the X Y and Z Oiler rotation so we can
access those key frames let's pick the X
Oiler rotation then go to the modifiers
tab right here and add in a noise and
the noise
is going to add camera Shake um but we
need to kind of hone it in so first on
our strength we'll do like. three on the
strength and then on the scale we'll do
like 10 and there we go it's a little
bit more manageable uh the strength
maybe 0. 2 and then the scale maybe 12
so now we have this but notice something
once we get to the end of the animation
I'll kind of scroll over and watch B you
can kind of tell it's not seamless we'll
go back again see that it kind of has a
jolt how do we fix that well we're just
going to ramp it in and ramp it out and
it will be completely unnoticeable so
what you'll do is click on your restrict
frame range and I know down here I have
500 frames so if I go start at frame one
end at frame
500 and then because I've done this
enough but we can visualize it here I'm
going to do my blend in see how it
Blends that animation in it doesn't just
started it actually goes from zero uh on
the noise and it goes into the noise now
for me
30 looks really good so I'll do 30 on
the in and 30 on the out and now if we
go to the end of the timeline we can see
it shaking around and then it kind of
evens out and then we go into the rest
of the animation and it does it
perfectly and you can do that on all
axes so if I take the uh y oil the
rotation added a noise and now it's
going to be doing that so again scale of
10 a strength of
say3 and maybe of course that's crazy
0.1 and then restrict frame range start
1 and 500 and then we'll just double
click on these and do 30 and now we have
a seamless camera Shake animation um
with uh you know whatever you want it to
do now this camera shakes a little bit
too much I'll make it more minimal but
that is how you do it now I mentioned
these two animations have one very
significant thing in common that is all
those objects that are moving are moving
on a curve to get them to actually move
in that way let me show you how to set
that up so if I hit shift a we can go
ahead and get in a uh we'll get an
icosphere and we'll bring uh we'll bring
the subdivisions down I just want you to
be able to see that this object is
rotating it'll dig into the geometry
once we do it but you'll get the idea so
now we have this I'm also going to hit
shift a and we're going to go ahead and
get in a path and I'm going to go ahead
and say hit S5 I want it to be much
bigger and then you can rightclick and
you have these guys right here see this
if I click that guy and hit G you can
move that around so what I can do is
take this guy go here to my
constraints add a constraint a follow
path and then you could select the path
there and then he can move so here's the
value in that you can click on this guy
and I'm going to go hey I'm going to go
and subdivide it twice and then I'm
going to select every other verticy and
I'm holding down shift so that I can
select multiple and then you can bring
it up now we have this wavy thing and
then he is going up and down how great
is this and then you could just you know
then you can just key frame that so I'll
start the key frame here and then we'll
go to the very end and I'll
go 100 which will bring him not where I
wanted him to go so let's see negative
100 so
negative and then add that key frame and
so now he's going around and this is
super cool and then you can take this a
little bit further and uh you can hit
shift d get a new one and you could say
all right well let's give it a little
bit of geometry like that and then we
can go and add a uh
solidify bring that
over and then you can bring this over
and then what I can do is Select this
path that's holding the uh this object
here and he's going around and then all
you have to do is animate the rotation
and if you want to learn all of this you
need take this animation and animate it
so it looks now you can learn that I'm
going link this tutorial in the
description if you want to learn it from
from scratch to start how to make that
that is linked in the description as
well and there's this animation as well
that I use this exact process with all
these objects on the curves there's some
really cool opportunities for animation
with this process so there you go that
is three really cool tricks that I use
in my Motion Graphics quite a bit to
make some really cool things again if
you want to learn how to create that
animation that I mentioned on patreon
that is linked in the description three
parts really cool stuff it really helps
support my work and with that being said
I will see you in the next one
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