Sunday, 24 August 2014

July Pie (Poisonberry flavour)

Advanced Animation

Work continued with my beautiful Fire Simulation, as my design for a majestic American-style barn came to completion.
And, as with any American culture, I was going to blow it up.
Once the barn was completed, I had begun creating the extra props, such as the logs and sticks of dynamite. I also created basic UV maps for them, much in the same way as I had for the crates.

The barn itself I only applied colour directly to specific faces, rather than exporting a UV Map especially, since all I really wanted was basic colour.



At this point, I wanted to start a bit of animation, both for the character, and for the camera. I believed the best way to approach this simulation was by setting the animation itself up first, before testing the fire simulations, in case I ran out of time. If worst came to worst, I could render out the animation at the drop of a hat.
Note: Theseus had no hat.


Once I had the relevant cameras in place, animated, and the characters animated (as well as Theseus' joy of bringing dynamite to the fire), I began concentrating on the fire simulations themselves.
The first fire I began with was the simple camp fire - I believed this would be the simplest simulation, as well as set up the basic values for the extra fire to come (basically, I used the camp fire as a base).

From there, I also adjusted the settings for when the fire suddenly bursts outwards in it's initial explosion. It is here where I further animated Theseus as he is thrown back from the blast.



It was quite satisfying.



It was really satisfying. Man, I'm a sadistic bastard. :D

Generating fire for the crates after the embers of said explosion was relatively simple, and I duplicated the fires and spread them around the barn to coincide with the fall of said embers.
So says I.
Mwahahahahaaa~
Anyhoo, I then began work on the emberfall, which was a brand new game to play. Thankfully, there was a particle system described in an online tutorial posted on Facebook by the lovely Bex, who will thus beat me with a sack of bricks, thusly.



The initial test with emitters and particles resulted more or less as a single, large fireball. If you look closely within the ball itself, you can actually see the particles represented by tiny little specks. This would expand from the centre, continuously creating new particles, and thus result in a growing fireball, rather than separating into random embers flying about.
To get the effect I desired, it was time to play with values - including the speed of which the particles blew out from the emitter source, the amount of particles being emitted per second, etc.
After a number of attempts, and playing with values, I finally started to get what I was looking for.



The embers went flying about, like pretty little fire ghosts, who seem to be hungry for TNT crates.
I can only hope they will find food in there.

All that was then needed was to make sure the crate fires began as the embers fell - that was easy.
The final task was to create a simple, yet devastating explosion. If you hadn't figured it out by now, you should never present me with explosives of which to experiment with fire.
Not unless you really want to.
You can trust me. :3
The final explosion triggered last, and basically, was just a flare-up of fire in an nuclear fashion, as was the style in the 1940s.
The final result? Everyone dies.
At least they went... together.



Goodbye, Theseus. May thy angels sing thee to thy rest.

Rest In Pieces


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