PDA

View Full Version : Burning Fuse


xchrisx
10-09-2003, 04:42 AM
hey guys I was just curious. I was going to have a fuse burning down into a cannon for part of an animation of mine and I was trying to figure out how to accomplish this.

these are the methods i have come up with:
1. lots of morphmaps
2. splines (not quite sure how to do it)
3. position it manually (graph editor)

if anyone could shed some light on how to accomplish this for me, i would be very grateful.


thanks
-chris

HowardM
10-09-2003, 05:14 AM
the easy way is make a long tube, the make a morph of it all curled or curvy.
then simply make a black/white clipmap that you can move along an axis to remove the fuse, after you morph it of course.
you can use a null as a reference for the clipmap, which in turn can become an emitter....which can do 2 fun things.
a. sparks or a flame that follows the clipmap
b. ashes that fall to the ground

have fun!

js33
10-09-2003, 05:21 AM
Hi Chris,

The way I would do it is just make two fuses one a straight line and the other morphed into your final shape. Then put an image map thats half black and half white on the straight fuse to use as a clip map to animate it dissolving away. Make the start of your fuse at 0,0,0 in modeler to make adjusting the clip map easier.
Also your clip map image can be small like 640 x 480 then you can resize it on the X axis to make it longer if needed. A few quick test renders will tell you where to place the clipmap texture then just key it moving on the x axis. Then you could make a motion path from your morph target and have a PFX emiter follow that path to add sparks and fire and what not.

This is kind of an old way of doing it. Maybe theres a plugin out there that makes it easier now.

Cheers,
JS

xchrisx
10-09-2003, 05:27 AM
thanks guys i will look into the clip map idea.



-chris

Willax
10-09-2003, 08:27 AM
Hey Chris you may want to check out this site:

http://www.btinternet.com/%7Eyog/tut_listx.htm

There is a tutorial on burning fuses there

suture
10-09-2003, 09:01 AM
I've done that tut before seems to work well.

yog
10-09-2003, 09:49 AM
Fame at last :beer:

TBH - I'm surprised that site's still going, haven't been with that ISP for years.

suture
10-09-2003, 09:54 AM
haha yeah Yog, that was your 15 seconds, better take a screenshot :)

Just joking :beer:

jeremyhardin
10-09-2003, 02:33 PM
if you want an emmitter to follow the fuse exactly. you could use "Traceline"

basically you make a string of two point polys in the same shape as your fuse (morphs and all)

when you apply traceline, you specify the points per second of it's tracing. you also have the ability to bake an emmitter to follow the line exactly. pretty handy, if that's what you're going for.

traceline.ls is here:
http://f23.aaacafe.ne.jp/~fisjunk/plugin/plugin.php?platform=1&code=1&type=Layout%2FDisplacement&version=7#f

CGTalk Moderation
01-16-2006, 08:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.