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Depth Charge/Underwater explosion

 

 

Step 4 - Animation

 

You can finally close the HyperVoxel window.

We are now really close to finishing the animation. We have three things to animate, the emitter and the two movement nulls (Null mover and Texture Movement). First we have to do some parenting - we need the three nulls used in the explosion and the Texture Movement null to be parented to the null mover so that we can animate all three explosion nulls and the Texture Movement null by moving the null mover object.

 

 

We now need to animate the emitter, it starts emitting at frame 10, so this needs to be the first key frame, next go to frame 200 and drag the emitter up the screen. You need to judge it by eye, but I moved it about 31 metres on the Y axis.

The initial explosion (the three nulls) appears to stay static for the early part of the effect, so we need to start our movement a little way into the effects shot, in this case frame 35. So add a key frame there for the Null Mover and then add another key frame at frame 80 and move it up the screen. Do the same at 120 and 200, each time move the Null Mover a little more than the previous key frame. This has to be a personal judgment call, but you want it to appear like the movement is gradually getting a little faster I moved it about 4.8 metres in total on the Y axis. You should get something that looks a little like this in the graph editor:

 

The same applies to the texture null but it needs to start at around frame 30 and move a little faster than the null mover, so I moved it about 5.3 metres on the y axis.

It may help to move the camera back a little in order to see the whole effect, I moved it back -12.3 metres on the Z axis. To view the effect fairly quickly open up the Hypervoxels panel and activate Viper (F7) and do a preview.

 

 

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