sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

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Posted

Yes, the mist is sprites. I don't think you have the degree of control of the sprites to form shapes once they are emitted, just forces to blow them around. In this case, the sprites are a completely separate pass from the head and I decaled the mist to the head surface. The rest is compositing. The mist pass is on the bottom, the decalled head and then a 50% alpha copy of the mist on top. If you look at the head fade ins and outs, that is about the extent of vagueness you can get without additional masking. Here I fade the mist more so the head more fully forms.

 

Thanks

 

 

 

More Ed's Head

Posted

Once again...killer animation and effects, Bruce.

 

I checked out your website. Very cool stuff. Love the toilet duck. Pretty twisted :D

Posted

I don't think you have the degree of control of the sprites to form shapes once they are emitted, just forces to blow them around.

 

I like what you're doing - very good - looks good the way you're doing it.

 

However, as for containing the sprites in a shape - you could model an approximate shape (or even use the head shape) and turn the face normals inward, have the sprite emitter whirl around inside the shape with collision detection turned on. Don't have the sprites die on impact - can get sorta the shape (try with a sphere) - make the shape transparent or semi-transparent to get a better shape definition look.

 

And yes its difficult to control with accuracy. - some sprites seem to leak out.

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