How to save blender animation

How to save blender animation

How to save animation as a video format [duplicate]

I am basically trying to make an intro for my youtube channel. I am sort of familiar with the program because I was playing around with it for a long time, getting the basics of it. With the help of youtube videos I am basically done with my project. I put my name in it and everything. I just need to know how to save the animation onto my desktop as a file that I could open and would be in a video format.

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1 Answer 1

Set the Output to «AVI JPEG» in the render settings.

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UPDATE:

One of the big changes in 2.79 is that they finally separated containers and codecs. The encoding options from previous versions are still there, but now they have organized differently

If you select FFMpeg video, there will be a new tab for Encoding options.

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There you can select the container and the codec for the output file.

Container is the file format for the file, (Mov, Avi, Ogg, MP4, to name a few) sometimes is referred as a «wrapper».

Codec (short for Compression-Decompression) Is how the image is compressed. The picture quality, file size and processing power needed to view the file are largely determined by the kind of codec used and the settings used for it.

How to save render?

Every time I render an image and try to save it, it just disappears. How do you exactly save a render? I am using a mac.

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4 Answers 4

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If by disappears you mean it gets back to 3d view then you should be able to switch the view back to image editor and open last render result.

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Otherwise you can also use Output field in your rendering settings to save the render in wanted location. (But as Tardis noted in a comment, you need to use rendering as animation and set frame range to a single frame to output the image to the location.)

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As other answers mentioned, Blender doesn’t save stills by default, but you can change that if you’re alright with writing a tiny bit of python (barely writing any).

Note: If you’re on Windows and have Blender installed to the default location (Program Files, usually), you may have to run it as administrator in order to edit the file. Also note, that the safest way to apply the change is to restart Blender after saving the file (Alt + S, or just use the Text dropdown menu and select the Save item).
Congrats! Now your Blender installation will automatically save stills by default to the output directory you set for the project.

Update:

For Blender 2.8 and later, you will need to right click the render menu label in the menu bar at the top. This will open up the correct file, but not in the correct place. To do that, you’ll need to copy (CTRL+C) the contents of the string on the highlighted line (In Blender 2.90, it is TOPBAR_MT_render ), and then use the find function (CTRL+F) to find the definition of the menu.

Once you find it, you’ll see something like this:

Render Image/Animation

Table of Contents

With newer versions of Blender, the render image and animation buttons (Render, Animation, Audio), previously in Render Properties, have been removed in favour of using the main Render menu found in the main Info Header running along the top of the application; rendering is now initiated from here.

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A simple scene in Blender 2.8 ready for rendering, camera object directed at a collection of meshes – objects hidden ( H ) in the 3D View will be rendered unless specifically disabled (cf. note below).

Render Image or Sequence

As mentioned above the Render, Animation and Audio buttons previously located in the Render Properties panel are no longer available. Instead all rendering is initiated from Blenders main Header (Info editor Header). To start a render, static image, animated sequence or audio clip, click the Render menu option and select Render Image ( F12 ), Render Animation ( Ctrl + F12 ) or Render Audio depending on requirements, e.g. Render » Render Image.

Design note: to enable/disable objects being rendered click the Disable in Renders and/or Disable in Viewports icons in the Outliner. If the options themselves are not visible (may not be depending on the file loaded in or being used), from the Outliner click the Filter drop-down menu and click the Disable in Renders and/or Disable in Viewports button(s), they will then appear in the Outliner ready for use.

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A simple scene in Blender ready for rendering (some objects shown hidden above will be rendered unless that option is specifically disabled, per item, in the Outliner Editor – if the options are not shown click the Filter menu and select).

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Render is now initiated from the Info editors Header and the Render menu…

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… from which the options to Render Image, Render Animation (and Render Audio) are accessible.

Render Window

Once rendering is initiated the Blender Render window will appear, essentially a stand-alone instance of the Image Editor dedicated to the monitoring of render output (Render Result). Here the static (single) image or animated sequence will be displayed as the scene or frames are gradually or sequentially processed.

Design note: depending on the output type selected the render window will display a single image as its processed and/or each frame of a sequence, both determined by the Engine selection (Render Properties) and Output settings (Output Properties), size etc.

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The Blender Render (render) window displays output as its being processed, a means to monitor progress.

Save Render (Images)

For (static) renders a single image will be stored temporarily in Blenders image memory/data buffer so whatever is shown in the Image Editor window will need to be saved manually. To do this, in the Blender Render window click the Image menu upper-left and select Save, Save As… or Save a Copy…, e.g. Image » Save As….

Design note: temporary render data is not saved with the project (*.blend), if Blender is closed and/or the project re-opened the scene will need to be re-rendered.

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Rendered images are saved temporarily into memory so to save in an externally editable format click the Image menu and select an option, e.g. Image » Save As….

Depending on the save option selected from the Image menu the File Browser opens where the save location and format of image can be set. Select a location and change the file name if necessary then in Save As Image options lower-left (cf. note below) select a File Format, for example BMP or TIFF, before then clicking the Save As Image button upper-right of the window.

Design note: generally speaking the options presented when selecting Save, Save As Image or Save a Copy are the same differing only in the immediacy of action – if Save is selected Blender will overwrite any previous version(s) unless the image is being saved for the first time, in which case the File Browser appears, whereas with Save As Image… and Save a Copy the File Browser appears because Blender assumes an iterative save is being carried out.

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In Save As Image options lower-left, the File Format can be selected before clicking the Save As Image button upper-right (cf. note above).

Save Render (Animations)

For rendered animations and other sequences Blender writes data generated to /tmp\ as a series of individual images, e.g. *.png, or a movie file, e.g. *.mp4, whilst simultaneously showing progress in the Blender Render window (as each frame is produced individually). In other words as the nature of the process means each frame is written to a specific location on the fly, it may not need to be manually saved once render has completed what its doing (subject to format). To access, use the system explorer (e.g. Windows 10 File Explorer) to view the folders contents independently of Blender.

Design note: the tmp folder is generated during installation of Blender and typically on the same drive as the application, for example C:\tmp\ would be created were Blender installed to the C:\ drive (typically C:\Programs Files (x86)\Blender\). The location can be changed in Output Properties (cf. below).

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Rendered animations and other sequences tend to be saved automatically as a consequence of the process to a specified location that can accessed externally from Blender, typically the /tmp\ folder.

Render Format

The settings associated with rendering images and animations can be set in Output Properties. Here under Dimensions and Output, the size and format of the file (alongside others) can be set, for example a movie rendered as a *.mov at 1920 by 1080 pixels (1080p) and to a specific project location that’s not /tmp\. To do this simply edit the appropriate setting (click-select and amend) and then render. To change the render output destination click the folder icon to the right of the input field, browse and select a folder to set.

Design note: when rendering animated sequences pay attention to Frame Rate, especially with regards to animated characters – a walk cycle posed at 30 fps will acquire a slight speed increase if rendered and played back at 24 fps (and vice versa, will slow down posed at 24 but rendered and played back at 30).

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In Output Properties the the renders settings can be changed, its size, format, frame rate, frame range and so on.

How to save blender animation

Start Blender and add a UV Sphere. Make sure you can see the sphere in camera view. Also add a lamp, so the sphere will show up in the rendering.

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TIP: use the percentage buttons to quickly do low resolution test-renders while you’re working.

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The filetype buttons
Now we need to select the filetype in which the image will be saved. Locate the filetype buttons on the right of the RenderButtons and select the filetype for your image.

Note: stills can only be saved as Targa or Jpeg.

Before we press ‘Anim’ to render the animation we need to make a few preparations. Set ‘Sta:’ to 1 and ‘End:’ to 51. Set the filetype again. Set it to ‘AVI Raw’ or ‘AVI jpg’ to create an animation in a single file or select ‘Targa’ or ‘JPEG’ to save all the frames as separate images. Also make sure the button labeled ‘Extensions’ is set and don’t forget to set the resolution (usually animations need to have a lower resolution than stills!).

Note: you need the Motion Jpeg codec to view AVI jpg files. Get it from here.

Blender automatically saves animations in the path and with the name indicated in the ‘Pics’ textbutton, located in the top left of the RenderButtons. There are a few things to consider when entering a path and a name:

Paths should end with ‘/’ (or » if you’re using windows). Anything after the last ‘/’ is used to name the animation.

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The animation’s directory & name
For example: enter ‘C:BlenderMyAnim’ to save the animation as ‘0001_0051.avi’ in C:BlenderMyAnim. Enter ‘C:BlenderMyAnim’ (without the last ») to save the animation as ‘MyAnim0001_0051.avi’ in C:Blender.

The last thing to check is that there are no spaces in the Pics textbutton. If there are spaces Blender will generate an error: ‘ERROR: Open Movie’ and your animation will not be saved. Blender will also generate this error if the specified path doesn’t exist.

After you’ve entered the path and name hit ‘Anim’ and your animation will be saved.

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Done!
Well, that concludes my mini-tutorial. I hope this has cleared up any problems you might have had concerning the saving of stills and animations, but if there are any questions or comments please send an e-mail to support@blender.nl.

Happy blending and now that you know how to save your work feel free to show us what you’ve made!

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Saving files isn’t particularly hard. But sometimes knowing what you save can be a hassle. What is the difference between saving and exporting? Is that render really saved? How about that video I just rendered, where did it go?

How to save in Blender? We save through the file menu or by using “Ctrl+S”. This will save your actual blend file or project file. If you want to save an image you just rendered, you press “Alt+s” in the image editor or go to the image menu and choose save. Careful here since “Alt+S” has other uses in other editors.

So that is the basics. But what about animations, where do they go? How do I save them? And what are those blend1 and blend2 files that we keep seeing? Those are just some questions we will continue to explore. We will also look at restoring lost work.

Saving for recovery in Blender

Before we dive too deep into saving, I just want to address some basics. What happens when we save?

When we hit save from the file menu, we will be prompted to store our files somewhere on disk. The keyword here is disk. Before we save, the project will be stored in RAM. The RAM is flushed every time we turn off our computer and if we did not save our work in time; there is a big chance that we lose our work in case of system failure, forcing a restart.

Save a blend file by hitting “Ctrl+S” or go to “File->Save” or “File->Save As…” if you want to save a new file with a new name.

That is the basics. That is true for almost any software. But a lot of modern programs have fail-safe mechanisms in place to prevent this kind of data loss.

Blender is no exception. But for Blenders fail-safe system to work it is best to save your work once before you start working. This way Blenders default settings will use the location where you store the file as the fail-safe folder.

Blender save settings

Let’s look at the save options that we have and what we might want to change. The default settings are good for most users, but we will go through them so you know what options we have.

Go to Edit->Preferences and find the “Save & Load” section. Here we will look at the “Blend Files” section.

We have a handful of check boxes and numerical settings. Let’s go through them. Some of these might seem overly technical, but I will do my best to explain them.

Relative paths: This is a more advanced setting not directly related to saving and loading, but what it does is that it decides if external data should be loaded in using a relative or absolute file path. A relative path might look like this:

While an absolute path looks like this

If you move your blend files around you want to have absolute paths, if you keep them in their folder, relative paths will do. This can turn into an important factor if you are working with a team, but for solo work, you are probably fine with the defaults.

Compress file: This setting will compress the blend files when we save them saving us some disk space, however the process of saving and opening these files will take longer. If we can spare the extra disk space, we should keep this off. However, if we are low on disk space, this can help us get that little extra space.

Load UI: This setting decides off we load the default user interface layout when we open saved blend files or if we open the most recent UI layout from the when the blend file was last closed.

Tabs as Spaces: This setting is relevant for those that make scripts and program with Blender. When a text file is saved in Blender tabs will be converted to spaces instead. This is convenient because python, the programming language used to script in Blender uses four spaces as tabs to be compliant with code standards.

Recent files: This slider will decide how many recent file entries will go into the recent files menu found in the File->Open Recent menu. You can also access this menu with “Shift+Ctrl+O”.

Auto save settings: For last, apart from how many files we auto save there are two more settings concerning auto save.

“Auto Save Temporary Files” will toggle autosave on or off. The timer will determine how long Blender will wait between each save. A 2-minute timer is a good number I found, but if your computer don’t have an SSD disk, you may want to increase this number to prevent too much disk activity while you work. Think of this timer as the acceptable amount of work to be lost in case of a crash. It doesn’t have to be your computer crashing; it can just be Blender crashing.

Recovering work

Now that we know about some settings concerning blend files. How do we recover potentially lost data?

If you didn’t save your file at any point, you might still get lucky. Some actions in Blender require you to save your Blend file and some of these auto-save the blend file in Blenders temporary folder. On windows this is the default path.

You can change this directory if you go to “Edit->preferences”, find the “File Paths” section and change the “Temporary Files” path.

Note that this path differs from the “Render output” path.

If you quit Blender yourself and then realized that you didn’t save your progress, Blender saves the file before exiting in the directory above.

In such a case, you can use the “Last session” option instead of “Auto save…”. Blender will then recover the “quit.blend” file from the path above that was saved on the last graceful exit of the application.

Saving vs exporting

We have now learned about settings, saving and recovering data. So what is the difference between exporting and saving them? Let’s explore that now.

Many software packages has its own native format. Maya has its format, an unreal engine project has certain files associated with it. So does Microsoft Word or Photoshop.

The file format structures data in a way that makes sense for its application to read and write it. Obviously a Word file contains different data than a blend file, so their file formats are different.

Apart from “native file formats” there are file formats that are more general and can be used by multiple applications. These file formats may not be able to contain all the data that a blend file can hold, but another application can read and understand them.

This is the trade off when exporting. We don’t get all the available data saved to disk, but the file in question can be understood by some other application.

This enables us to export blend files to Unreal engine or image files manipulated in Affinity photo to be used as textures in Blender.

There are a few different file formats that we may export to or from Blender. Here are a few common ones.

.fbx A standard owned by Autodesk. This is probably the most widespread format used for exporting data between applications. It can hold a large range of data, from geometry data to animations, rigs and shape keys to name a few.

.gltf A newer format that has the goal to become a new standard for transferring data between applications. The benefit is that this is an open standard.

That is just a handful, there are many more export formats that Blender supports.

Render and image save

Let’s now leave the realm of saving and recovering blend files and move over to other kinds of data that we have in Blender.

We use images, cache data from simulations and output video files just to name a few. So how do we keep track of all these outputs?

Just as a heads-up, we won’t cover render settings here, just where those renders go once they are done.

Saving rendered still images and render slots

When we hit F12 or go to the Render menu and press “Render image” the render is on its way. What happens when that render is done? That is where we start.

The image editor pops up giving us a view of the render process.
Once it is done we can save it by going to “Image->Save”. The shortcuts are “alt+s” for save and “shift+s” for “save as…”.

Even if we save the file, blender won’t have access to the file. Instead blender has access to the copy of the file that is stored in RAM. In order for us to work on the actual image that we saved, we have to bring it back into Blender first.

We can drag and drop it into Blenders 3D viewport or a shader node editor for example. We can also go to “Image->Open” and browse from the image editor.

Until we have done so, we are operating on the render result. The render result is stored in RAM and is separate from the file on disk.

Note here: When you save an image, on the right side toolbar toggled with “N” there is a button labeled “Copy”. You can uncheck this to have the render result synced to the file you save. This allows you to continue working on the file instead of the render result. However, as of 2.81 there is a bug here. If you render again. The render result slot will be filled with an image file as opposed to a place in RAM, and this makes Blender freeze and hang infinitely. In other words, the “copy” checkbox is currently a trap.

Let’s move on. Sometimes we want to render multiple versions of our scene to compare them or composite without having to save each file in between. To render multiple previews without having to save them on disk, we can use the image slots.

The image slots are placeholders that holds a render in memory. We can change the slot we want to save to in the upper right corner of the image editor.

If we have an image selected in the image editor, we can toggle the properties panel with “N” and find the image tab.

Here we can also manage our slots. We can rename them, add and remove. We can also decide what pass we want visible for our render if we want to examine specific passes.

Since Blender 2.81 we have the feature to view individual passes directly in the 3D viewport with Cycles. In the top right corner of the 3D viewport select “render” shading mode and press the dropdown menu for viewport shading. There you will find a “render pass” dropdown menu.

Saving animations

What about animations, where do they go? Animations are rendered by hitting “Ctrl+F12” or by going to the Render menu and hit “Render animation”.

However they are not directly accessed through the image editor. Instead they are always directly saved to disk. On windows, the default path is “C:\tmp”. Here the animation is stored as a sequence of png files named after the framenumbers they each contain.

We can save the animation directly to a video file, but if a frame becomes corrupt or something happens during rendering that crashes Blender the entire sequence will be lost. Therefore it is better to save the animation as a seequence of images and later bring them into a video editor or back into Blender for editing in the VSE.

The settings for animation output is located in the output tab in the properties panel. Just below the render tab. Here we can find the “Output” section.

We can change the destination folder, output formats and other parameters.

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