Creating A Turntable Animation
By Neil Blevins
Created On: Aug 18th 2025
Software: Blender or 3dsmax

After modeling or texturing a 3d asset, you'll want to show it off from multiple angles, and the best way to do this is to create a turntable. Also turntables are a very common method for showing off your work at any games or film studio, so it's important to be familiar with the process.

For example, here's a modeling and texturing turntable for Inc the robot from my book project "The Story Of Inc":





Blender Example

Here's instructions on how to setup a turntable in Blender.
  1. Create an Axis by going to Add - Empty - Plain Axis
  2. Select all objects you want to add to your turntable, select your Empty (make sure it's the last thing selected), ctrl P for parent, set parent to "Object"
  3. Select the Empty in the outliner
  4. Go to "Object Properties" panel, go to the rotation section. At frame 1, Type 0 in Z followed by enter. While cursor floats above the 0, hit i to insert a keyframe
  5. Move to final frame plus 1
  6. Go to "Object Properties" panel, go to the rotation section. Type 360 in Z followed by enter. While cursort floats above the 360, hit i to insert a keyframe
  7. Go to the timeline at the bottom of the screen, select both keyframes (using Shift)
  8. place cursor over timeline, hit t, choose "Interpolation: Linear", now it's a linear rotation
  9. Go to "Output Properties" panel
  10. In the Output section, choose a folder to place the final animation, and choose under file format either a set of files or an mp4 to compress the whole animation into a single file
  11. render menu, render animation



3dsmax Example

Here's instructions on how to setup a turntable in 3dsmax.
  1. Create an Axis by going to Create Panel, Helpers, Point. Place the Point at 0,0,0.
  2. Select all objects you want to add to your turntable, use the select and link button and drag to your point. Now all of the objects are parented to the point object.
  3. Select the point
  4. At frame 0, right click the frame bar slider bar, this Creates a Key, set the Rotation checkbox only. Click Ok.
  5. move to final frame plus 1
  6. At this frame, right click the frame bar slider bar, this Creates a Key, set the Rotation checkbox only. Click Ok. Click the rotation button, click the "Auto Key" button. In the viewport, rotate the point 360 degrees in the Z axis.
  7. Go into the curve editor, select the point's Z rotation channel, select both keyframes
  8. press the "Set Tangent Types To Linear" Button, now it's a linear rotation
  9. Press The "Render Setup" Button
  10. In the Render Output section, click "Files", choose a folder to place the final animation, and choose under file format either a set of files or an mp4 to compress the whole animation into a single file
  11. Under time output change from "Single" to "Active Time Segment", hit render. Now it will render the whole animation.
Rotate the model, not the camera / lights

You may notice this technique rotates the model, not the lights or camera. This is because if you rotate the camera, and the lights remain static in the scene, when you go behind your model all you'll see is darkness. While you could light your model to look good from all angles, doing so usually puts too much lighting in your scene, and you won't get nice shadows that help you evaluate the surfaces of your model. You could also look into rotating the camera and lights while leaving the model in place, but doing so can sometimes create artifacts if your camera or lights get into gimbal lock. So I recommend leaving the lights and camera in place and rotate the model only, that way the lighting will pass over the rotating model, which I feel creates a better visual.


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