enter image description hereI would like to create an animated logo.

The idea is to change two letters into a circular object using animations. Essentially, the two converge into one line where the half circles, made by the letters, align to make a circle cut in half by the line. The entire sequence then spins as the line disappears into the middle, leaving just a circle.

I have attempted to search the communities for video tutorials or someone that may have done something similar or any text-to-object animations. Maybe even combining several ideas if need be, but have come short and am stuck on how to even approach the project.

If anyone has any links or experience in doing such an animation, any help would be greatly appreciated.

Any way to remove the extra space? These are supposed to be half circles so I would expect them to fit together without this happening. Not sure of how to prevent this.

enter image description here

  • $\begingroup$ I reckon shape keys is the solution but not quite sure how $\endgroup$
    – four two
    Jan 19, 2020 at 16:41
  • $\begingroup$ You could probably do this animating hooked empties to certain vertices of the text. $\endgroup$ Jan 20, 2020 at 19:21
  • 3
    $\begingroup$ Does this need to be 3D? You accomplish this with SVG using other applications relatively easily if 2D is acceptable. $\endgroup$
    – Pythogen
    Jan 20, 2020 at 23:51
  • $\begingroup$ Would really like to see a grease pencil version. The new gp is a complete mystery to me. $\endgroup$
    – batFINGER
    Jan 21, 2020 at 11:02
  • 1
    $\begingroup$ drive.google.com/open?id=1OZoBJF7JzGmyQ87LxiX53bJx7NeY7U_e Is this the animation you're talking about? if so, I will explain how it was done. $\endgroup$
    – Simon
    Jan 24, 2020 at 16:42

3 Answers 3


We will use shape keys, vertex groups, keyframes, and modifiers to achieve this.

First, go to edit > Preferences > Animation and make sure the default interpolation of F-Curves is set to Linear

  • Add a Circle. Add>Mesh>Circle
  • Immediately press F9 to open the popup menu and set the vertices to 64
  • Go into edit mode, select the top most vertex and press V and right-click to rip it and keep it in place. Do the same to the bottom most vertex. You now have two separate half circles.

enter image description here

  • While still in edit mode with the same object, add a plane. Add/Mesh/Plane
  • Press S, X, 0 to scale it to a line along the y axis.
  • Press S, Y, 2 to set its length to 2.
  • Press Right Click > Merge Vertices > By distance so that it is a simple line

enter image description here

  • Add a new vertex group named "Bar Left", click assign.
  • Press G, X, -0.1 to move it a little bit to the left.
  • Press SHIFT + D, to duplicate, then type X, 0.20 to position it on the right.
  • Add a new vertex group named "Bar Right", click assign, select the "Bar Left" vertex group and click "Remove" so that each bar is assigned to a different vertex group.
  • Press L while overing over the right half-circle to select all the linked vertices.
  • Add a new vertex group named "Circle Right"
  • Unselect, and do the same for the left half circle. Name the vertex group "Circle Left"
  • Move both half circles 0.1 unit on either side along x axis.

enter image description here

  • Tab out of edit mode, add a shape key and then another one. Select the new one and go into edit mode.
  • Select the vertices of both bars and press Press S, X, 0 so that they are on the same spot. Move each half circle 0.1 unit closer to the center so that they form a circle again. Tab out of edit mode.
  • Go to frame 1 of your animation, and click on the little dot on the right of the value of your keyframe. Make sure the value is "0". The field becomes yellow.

enter image description here

  • Go to frame 10, set the value to 1 and click on the rotated cube on the right of the field. Now when you play your animation, the two bars begin separated and merge at frame 10.
  • Add a mask modifier to your object. Select either one of the bar vertex groups, click on the invert icon and press i while hovering over both the screen icon and the camera icon.
  • Go back to frame 9, unchek both these icons and again press i while hovering over them. The modifier should look like this on frame 10

enter image description here

  • Add a new shape key,and move the right circle 1 unit up and the left circle one unit down on the Y axis
  • Tab out of edit mode, set the value to 1 and while still one frame 10, add a keyframe (white little dot on the right)
  • Go to frame 40, set the value to 0 and add a keyframe
  • While on frame 40, go to the object's transform properties and add a keyframe to the Z rotation set to 0.
  • Add a new shape key, select the bar vertices which are not masked by the mask modifier (in my case Bar Left) and scale it to 0 along the y axis
  • While on frame 40, add a keyframe on the value of this shape key set to 0
  • Go to frame 70, set the rotation to 270° and add a keyframe, set the value of the last shape key to 1 and a a keyframe
  • Add a mask modifier and mask the bar from the frame 70 and on. (Same steps as for the first bar) Your modifier should look like this on frame 69 :

enter image description here

  • Add a skin modifier, go into edit mode after selecting the base shape key, select all the vertices, type CTRL + A and move your mouse to the left to reduce the width of the skin modifier. If the skin doesn't appear on parts of the mesh, select one vertex from it and click on "mark root" in the skin modifier.

  • Go back to frame 1. Add a new shapekey and mute all the other ones (checkbox on the right of the shape key name)

  • Select the vertices of your first half-center and scale it by a value of 2. enter image description here
  • Repeat those steps for the other half-circle. Un-mute all the other shapekeys.
  • On frame 70, add a keyframe with a value of 0. Go to frame 100 and a keyframe with a value of 1.
  • I did not really understand the final parts of your animation but I am sure you can achieve it with the knowledge from this answer. Play with vertex groups, shape keys and masks. The final result

enter image description here

  • 1
    $\begingroup$ This would be the answer if the text had to be 2D. $\endgroup$ Jan 21, 2020 at 20:32
  • $\begingroup$ No flash of light? $\endgroup$
    – user1853
    Jan 21, 2020 at 23:19
  • $\begingroup$ I guess not. Using shaders would make that super easy. $\endgroup$ Jan 22, 2020 at 3:52
  • 1
    $\begingroup$ This is 3D. I'll update the answer later with the end of the animation now that I understand it $\endgroup$
    – Gorgious
    Jan 22, 2020 at 7:43
  • $\begingroup$ Could you add some more clarification for the skin modificaiton? Seem to have issues getting the other half circle and lines to appear. Skin modification is only applying to one half and no bars. Thanks $\endgroup$
    – indikuma
    Jan 22, 2020 at 19:20

This really only applies to the example given, but I found a way to animate the text as shown in the example. I couldn't find any fonts that would work, so I designed my own. Here's a rendered video.

This is what to what to do: Add a circle make sure the fill type is set to triangle fan:enter image description here Go into edit mode and separate half of the faces into a new object by pressing 'P'. We will use the other half as a boolean later: enter image description here Go back to object mode and apply scale to the left half by going to options>apply>scale. Then go back to edit mode and extrude it .05 along the Z axis:enter image description here Now I selected the other half and did the same. (This can be whatever height as long as it is longer than the first half of the circle:enter image description here Then scale that down slightly, move it down the Z axis slightly, rotate it 180 degrees on the Z axis, and transform the origins of both objects to the center of mass (surface). I then aligned both objects along all axes. I also went to edit mode and extruded the face on the boolean half which was on the right side so that it would cut a "C" shape out of the left half: enter image description here Now add a boolean modifier to the left half (the one not cutting the C shape), and make sure that the operation is set to difference. Also make sure that the solver is set to carve, and that the object carving is the object extruded furthest along the Z axis. Apply the modifier, and delete the carver: enter image description here Now go into edit mode with the C shape selected, and select the bottom face of the C:enter image description here Extrude the face .05 along the Y axis, and select the new face on the right of it:enter image description here SHFT-D to duplicate the face, right-click to set it's position to default, and CTRL+H to hook it to an empty:enter image description here Now extrude the new face along the X axis until it is about long enough to make the object look like a "D". Then CTRL+H hook that face to a new empty:enter image description here Now you are able to animate this line in object mode. Go to object mode, select the object and both empties, and duplicate them. Now rotate them 180 degrees along the Z axis to make a P. You can also adjust the location if you want:enter image description here Now you can animate the object (make sure you select the hooks too for each object when you animate). This can be eyeballed, it does not have to be perfect. Set the location for your symbols to start at frame 1 by selecting them, then pressing I>Location. Move to about frame 15, and move the objects to where you want them to be making one circle, then press I>location again. Before:enter image description here

After: enter image description here

Now between frames 15 and 50 you will want to animate the circle and line spinning while the hooks spin, and converge at the middle getting brighter at the center. 1)Add an empty and parent all objects and hooks to it. This is for rotation so that the rotating for each object doesn't go wacky. BTW when I say all objects I do not meant the camera or any lighting in the scene. I mean just the text animating objects and the hooks. Select the empty, and add a rotation frame by pressing I>rotation for it at frame 1. Do not move it, and set another frame at frame 15. Now go to about frame 50, and rotate it 400 degrees around the Z axis. Then set another rotation frame. The rotation is set up. Now the hooks. Select all of the objects, and SHFT+S the cursor to the selected. It will now be in the center of the scene. Select empties 1 2 3 and 4, and insert a location keyframe at frame 15. Then skip to frame 50, and SHFT+S snap them to the cursor. Now set another keyframe. Frame 15:enter image description here

Frame 50: enter image description here Now select one half at frame 15 and go to edit mode. This is for setting up the shaders. Select only the line's faces, and create a new emission material for it. Then assign the material. I have animated the material to be dark at frame 15, and brightness 2 at frame 50. Make sure that the renderer is cycles. Here are my settings for the material:enter image description here Now do the same with the same material for the other line in the other object. Setting up the material for the other parts of the object is easy. Just select one object, go to edit mode, and press CTRL+I to select the inverse. Now make a new material, and assign that to the selected. Do the same for the other object. With materials:enter image description here The rest is done by basically adding a small cylinder, scaling it until it is about the size of the lines before they disappear in the middle, and adding a boolean so that it has a hole in the middle. Then duplicating it to form rings around the center, and then moving the rings out of the camera view. Then animating the rings so that the bigger ones appear each next frame. Now you are just about done!

Here's the .blend to play around with if you like: EDIT: updated video to have spin: here.

  • $\begingroup$ Can I inquire why you replaced previous answer with this answer? They appear identical. $\endgroup$
    – batFINGER
    Jan 22, 2020 at 2:50
  • $\begingroup$ There were just a few things I didn't like about the previous one. $\endgroup$ Jan 22, 2020 at 3:05
  • $\begingroup$ Appreciate the 3D model! I was considering doing just 2D at first to tackle the basics of the animation and move to 3D later. I see that you move the rings to extend outside the original circle. In order to keep them inside, would you animate them to end just before the edge? $\endgroup$
    – indikuma
    Jan 22, 2020 at 11:17
  • 1
    $\begingroup$ Yes, it's that easy. You would just make less rings. $\endgroup$ Jan 22, 2020 at 12:02

I am with @Pythogen on this. You can easily get something better looking if it's not done in 3D

but if it must be in 3D, look up Metaballs in blender

playing a bit with the shapes and some perspective trickery would give a good result

here is a nice introduction to it here

other than that, how I personly would go about it

is just missing with the opacity of objects and some perspective trickery

lazy but works

  • $\begingroup$ I found a way to do it $\endgroup$ Jan 21, 2020 at 12:52
  • 1
    $\begingroup$ please do share it then That might help others tackle related stuff $\endgroup$
    – Leo Jebran
    Jan 21, 2020 at 13:08
  • $\begingroup$ Can you please give me feed back why did my answer get downvoted? Would help for future answers $\endgroup$
    – Leo Jebran
    Jan 22, 2020 at 17:18

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