I'm going to assume you'll make the time to watch any of the infinite youtube videos about how to navigate the Blender user interface and 3d viewport. Just make sure you're looking at videos about the newer Blender version (2.80 or higher) and not the old version (2.79 or lower). I will be skipping a few more things so, if necessary, when you get a chance, search on youtube or google for: "Blender import images as planes" "Blender how to add a keyframe" "Blender how to add a material" "Blender how to add a texture to a material" "Blender how to show transparent textures in EEVEE" //------------------------------ First lets talk materials and textures. Go to the Shading tab. Hide the Leaves collection other wise we'll keep selecting leaves because they cover everything. Select the objects one at a time to show they all share the same Material. The background plane has a different material that is just a color. Select the text. When you first import your artwork, depending on the settings you choose, the image file will be plugged in to a Shader node. Either a Principled node like this or an emission node. Those are meant for light in the 3d environment to interact realisticly with the surfaces of objects. We don't need that. In our case we can plug the texture directly into the surface output node to get colors accurate to the original image file. If we did use the shader the colors would be wrong. Demonstrate. Here is how to activate the import images as planes feature. Demonstrate images as planes in a new file using all the leaf images and videos. You can remove all rotation of the plane by pressing alt+r or by putting mouse over their rotation value and pressing backspace or by changing those values 1 by one. Go back to pumpkin spice file. Here is how to activate another feature that is very useful for working with materials - Node Wrangler. Demonstrate ctrl+shift+click with the demo nodes in the background color shader. //----------------------------- I'm focusing on how I made the pumpkin spice animation. Since we're working with animation for the next few minutes, I want to use my space bar to play and pause animation. Edit > Preferences > Keymap Spacebar Action > Play Spacebar now plays and pauses. Shift + left arrow goes to start of animation. Shift + right arrow goes to end of animation. left and right arrows move frame by frame. Blender's main use is somewhat photo-realistic 3d rendering and it has a default color setting that is best for that. We want your artwork that we put into Blender to look the same when it comes out of Blender so we need to change the color management from filmic to standard. And we're animating 2d artwork instead of 3d objects so we don't need any advanced rendering features. Switch the rendering engine from Cycles to EEVEE. Cycles tries to calculate all the physical properties of real light and takes a year and a century. Eevee is basically a video game engine so it tries to do what it does as fast as possible. --- Here we have a 3d viewport showing all the object in wireframe mode. Here is another 3d viewport set to material preview that looks pretty much how the final animation would look. If I select this big circular object you'll see keyframes appear in this viewport called the Timeline. There are 3 different viewports that can be used to edit animation keyframes. Timeline is the simplest but it does not give us access to animation modifiers that we will use to put the wiggle effect on the objects. Let's look at the output properties tab. The animation is 500 frames long. The frame rate is 50 frames per second which makes it buttery smooth. The image resolution is set to be exacly the same as your artwork. This also controls the size of the camera. But because the final video does not need to be anywhere near as big as the artwork I have scaled it down to 15% of the defined resolution. So the rendered animation will be around 500px by 300px. The output folder value has a double slash which means it will look in the same folder where this file is saved and it will create a folder in there named "tmp" where it will output an mp4 video file. Hide everything in the scen and show design original and camera. Move camera up and down to show how it lines up with the artwork. Hide everything except the 3 planes cut from the original artwork. If I had the PSD it would not have cut these out like this. I would have saved out PNG files with transparency then I would have imported them all as separate planes with transparent textures into blender. Text, photo, and logo objects: Each of these is its own object with it's own location rotation and scale value so they can be animated independently of each other. Turn on the background color plane. Text, photo, and logo objects are all children of this circular object named "all moving things". These children can be moved individually but when their parent moves, they all move with it. Select text object, zoom in on its keyframes. It's scale is keyed at zero percent on frame 17, so for all frames before that it will also be zero percent. On frame 40 its scale is 100%. But if you notice it actually appears and then expands and then contracts. So at some point before frame 40 it is actually at a size greater than 100%. How this happens cannot be displayed in the simple Timeline editor. We have to switch to the graph editor and look at the animation curves. With the logo object selected, put your mouse over the graph editor and press a to select all keyframes then press the home key to zoom in on them. If I hide the eyeballs on the x and y location I can see only the x and y scale on the graph. They are identical so it only looks like one line. Select the X Scale channel in the list. You can see that the curve goes up beyond the value of 1 and then back down to stop and 1. This is what causes that expand and contract effect. The keyframes on the animation curve are sort of like points on a path in Illustrator. They have handles that you can manipulate to adjust the shape of the curve. Instead of doing those adjustments manually there are setting you can apply to each keyframe that do some things for you. Select the first keyframe of the text object and open the sidebar with the N key. Under Active Keyframe there is an Interpolation setting which I set to "back". That gives the animation curve the little hump which creates the quick expand and contract effect seen on all the moving parts of the artwork. We can change this to "Bezier" to see the difference between the X scale curve versus the Y Scale curve which is still set to "back". Change it back to Back so it matches the other curve again. Hide the 2 scale channels. Show the 2 location channels. Press A key then home key to adjust your view in the graph editor to see all the keyframes There is only one keyframe for these 2 channels. The movement actually comes from an effect I've applied to these keyframes. Zoom out horizontally only until you can see the whole animation curve. You can see that the animation is a totally random curve that causes the slight random motion of the object. Select the x location channel. Open the sidebar and click modifiers tab. A noise modifier was added to that one keyframe. Playing with the numbers in there adjusts the randomly generated curve. If you select the Y location keyframe you'll see it also has its own noise modifier but with different settings. If both noise modifiers had the same settings it would look like the object was moving back and forth at a 45 degree angle instead of moving all around. That's really all there is to the 3 objects animation. Select the ALL MOVING THINGS object that is the parent of the 3 other objects. Press the A key to select all of its keyframes and home key to zoom in on them. The animation curves of the x location and y location are very different and it is hard to see so lets focus on just the x location. Hide Y channel, select all X location keys, zoom in. At frame 300 it is keyed at the value zero. So from frame one to frame 300 its X axis position is at the exact center of the scene. Select the keyframe at frame 423. This key has bezier handles like paths in Illustrator. I adjusted the animation curve with this handle to make all the child objects appear to start moving left slowly then faster and faster. Hide the X location channel. Show Y location. Select all keys and zoom in. At frame 300 it is keyed at the value zero. So from frame one to frame 300 its position is at the exact center of the scene. Then it starts to smoothly move up then down then up as it moves off the screen, taking all the child objects with it. You can view the up and down y location animation by itself if you untick the checkbox next to the x location channel.