Flame exemple

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heyvern
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Re: Flame exemple

Post by heyvern » Sun May 26, 2013 3:18 pm

Yeah working on the masking and extreme motion. The best I've come up with is to not have really really extreme motion. Still playing around with it.
tatrik
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Re: Flame exemple

Post by tatrik » Sun May 26, 2013 6:16 pm

I am looking forward to it. This type of cool comics style flames can not be done in another way except traditional frame by frame drawing.
Oddity
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Re: Flame exemple

Post by Oddity » Mon May 27, 2013 12:55 pm

That's right!

I'm a After effect user and Anime studio is so powerful that i'm trying to mixed the technics.
When i saw this Kung fu Panda exemple i try it on AS.
May be others AE tricks can works in AS.

If there's users here, we could find new ones?
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Oddity
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Re: Flame exemple

Post by Oddity » Mon May 27, 2013 12:59 pm

DK wrote:Particle Illusion is raster based only unfortunately. I'd love to see the AS file Oddity?

D.K
of course :

https://www.dropbox.com/s/lo2rgpa9q5c8f ... ikeFx.anme
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DK
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Re: Flame exemple

Post by DK » Mon May 27, 2013 1:18 pm

Hey Oddity.
Thank you. This reminds me of the old days of the forum when we were all experimenting with creative ideas and sharing.

I already had a go at creating a similar one to yours but a little less detailed.
Here's my attempt video:http://www.polliefillers.com.au/Forum/DKFIreSmall.wmv

Image

And the file:
http://www.polliefillers.com.au/Forum/DKFIreSmall.anme

Cheers
D.K
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DK
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Re: Flame exemple

Post by DK » Tue May 28, 2013 3:23 am

Why can't I stop playing with this? :twisted:
Here's a wall of flame based on Oddity's concept.
D.K

Image
http://www.polliefillers.com.au/Forum/WallFlame.wmv
Oddity
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Re: Flame exemple

Post by Oddity » Tue May 28, 2013 7:27 am

Great!

But as i said on a other post, i just using my skills and knowledge about other software and try to mix the technics.

Now, I'm pretty sure if you reverse the mask you can have a great smoke effect with the same technique.
I'll try when i'll have time.
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DK
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Re: Flame exemple

Post by DK » Wed May 29, 2013 11:34 am

Just playing with Fire again :twisted:
I love this technique oddity thanks.

Image

Video:
http://www.polliefillers.com.au/Forum/ASflames.wmv

Cheers
D.K
Oddity
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Re: Flame exemple

Post by Oddity » Thu May 30, 2013 10:10 am

thx to after effect first who give me the idea with trapcode particules ;)
By the way, how did you make this movement on the letters ?
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DK
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Re: Flame exemple

Post by DK » Thu May 30, 2013 10:50 am

Hi Oditty.
The movement on the letters is done using Noisy Fill in the Layer settings. Double click the layer and then the Vectors tab

Cheers
D.K
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Re: Flame exemple

Post by Oddity » Fri May 31, 2013 6:44 pm

Yeah
thx :)
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jezjones29
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Re: Flame exemple

Post by jezjones29 » Fri May 31, 2013 10:23 pm

I really like this effect and have been playing with it on and off all week

Has anyone managed to make a version that can be moved?
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heyvern
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Re: Flame exemple

Post by heyvern » Sat Jun 01, 2013 3:51 pm

I tried. I got a fairly good one that can move... slowly... but only with hand keyed layer movement to maintain the angle. Subtle movement only at this point.

As noted in an earlier post the problem is that the masking particles stop masking effectively when moved too fast. They spread out and you loose the cool masking flame look. I've been focusing on the size and settings for the particles to find a good combination that will work for this effect.

The other issue is layer rotation. The particles source orientation is based on the parent layer rotation (parent group with masking). I was trying to "throw" fire balls using physics. Problem is you can't apply physics to a group layer so I had to use bones. When the physics bone rotates the parent layer of the particles the particles don't react to the parent layer angle, they continue to spit out based on the particles orientation and it doesn't look correct. For example the fire ball will fly across the screen, hit the ground and roll. Then the particles may spit out at the orientation the bone ends up on. I am trying to figure out a way to keep the angle of the particle layers always pointing "up".

I could solve this with a layer script to force the layers to maintain orientation during the physics simulation, but I hate resorting to that... it seems like a lazy solution until I've tried all the possible "normal" solutions.

It's still an amazing effect with a lot of potential.
tatrik
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Re: Flame exemple

Post by tatrik » Sun Jun 02, 2013 8:25 am

How did you do that? :shock:
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