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View Full Version : make Nightcrawler (Teleporter) effect


exigolight
11-14-2006, 02:15 AM
Hi guys,

Anybody have an idea of making this wonderful x2 Nightcrawler effect. Tell me some tips to get started with it.

Thanx.

mackdadd
11-14-2006, 06:26 AM
here's something i did that would only need to be modified slightly to look like the nightcrawler effect.

http://www.mackdadd.com/D&D/kate_vanish_06_final.mov (http://www.mackdadd.com/D&D/kate_vanish_06_final.mov)

I also did some video tutorials on how I acheived this effect.

http://www.simplycg.net/viewtopic.php?t=1753

there's a tweaked version of the final movie a couple posts down in the thread.
and, I didn't spend as much time on the smoke as I did in the "kate vanish" movie.

hope this helps!

exigolight
11-15-2006, 04:28 PM
hey,

that was amaizing !!. you gave a good overview of making the vanishing effect. thanks alot


cheers !!.

BrandonD
11-18-2006, 11:09 PM
A simple way of approaching it is to fill the shape you want to vanish (character) with particles (as an emitter) and quickly scale the mesh down, allowing the particles to inherit that initial motion. Then add drag and turbulence to create the swirling effect. If you make your particles ShapeFacing and very tiny, you can render them essentially as tiny points. You can also add a Spawn right at the moment that they start to move so that you double or triple the volume.

Phibmobil
11-23-2006, 06:06 PM
I did the nightcrawler (bamf) or (bamph) effect for a german film a couple of months ago...

I used about 7 million tetras, a spherical displace spacewarp for the initial explosion, wind with tweaked- out turbulance settings , plus some drag to control the speed..

Box#3 would also come in handy since you can distribute the render by caching the sim out..

A point renderer would also serve well with these kind of particle counts..

good luck !

!phib

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