Liquid explosion. Fission 2D FX-animation process with comments

Liquid explosion. Fission 2D FX-animation process with comments

We are starting to analyze the animation that I made last year to illustrate how the animation is done Maybe you will use some of these advices in your work Right now on the screen you can see the basic shapes for subsequent animation We planned to use these elements in the RTFX Generator but in the end, we decided to use them in another FX-pack since there were more than a thousand elements in that pack The workflow starts like this: We copy one of the masks and paste it into the layer where we will make the animation I use guides to keep the animation centered And I use a sketch of a circle in order not to complicate the work And I draw a sketch In this example the shape breaks into two parts The effect is called “Fission” The circle splits into smaller particles and they don’t necessarily have the shape of a circle I have spent about 3 hours on this animation and as I once said when I animate things that I do frequently and know how to animate I skip the rough animation stage. However, not in this case because it’s a new experience for me And I had no idea how it would look like So I drew draft animation first, then I cleaned it, then inbetweening In fact, this animation is not unusual: when we did the liquid trace animation the principle was the same. We have the main form that moves from point A to point B that leaves a trace and decreases in size By leaving a trace I mean that some particles fall off from it and then disappear gradually. The same thing here We just have a different trajectory And extra volume It’s not just an oval – It’s a spherical three-dimensional shape Using diagonal lines inside shapes I marked the shadow in order to make the task easier, But it’s a flat picture overall because only two colors are used Main fill color and shadow. So some particles are completely filled, supposedly being in shadow of other objects Sometimes without a shadow because it is a stylistic decision You can also notice that some particles are connected by something “snot-like” Ha-ha. It means this mass had sections with certain viscosity that is why they are connected that way. Some particles that are not oval but elongated They have specific slightly flattened volume To show the volume Here we’re already beginning the second stage of drawing As you can see, I start working with Filled stroke instrument – a lasso painting technique In order not to make outlines and not to suffer later with a separate filling process The better way is to fill the whole selected area This method saves a lot of time This principle can be called sculpting At first, the form is created, then everything unnecessary is cut out, then we refine it it can be not quite simple because it requires some experience in order to use the tool good enough but then it will save a lot of time and I strongly recommend learning it First we work with the fill layer There won’t be nothing interesting for probably 5 minutes I mean in this accelerated fragment of the video because the essence is simple. You need to refine the animation carefully There are nuances due to the fact that I haven’t made clean rough animation right away You often need to use the light table Pay attention to it. It is constantly turned on In order to check how the animation moves overall This is not visible in one-two frames. From time to time, when there is some fuss I play animations to test the overall movements I regularly rotate canvas in TVPaint It is very convenient thing and I strongly recommend you this tool We all need to rotate the canvas In Photoshop, starting with the version CC, there is a similar tool so I think that you often use it there too This function is the same here in TVpaint. Very convenient It usually takes more time to clean the animation than to make the rough one because besides cleaning your drawing you already animated, you need to make the animation smoother So that the forms do not fall apart because on the rough animation phase there are a bunch of sloppy lines at 12 frames per second it can look more or less pretty but when you refine it, you will definitely face all these problems. You will have to correct a lot So it might take a lot of time And you can see there is another problem: Theoretically, you could use the Filled circle tool an oval that automatically fills the selected shape. I will use it from time to time but as originally we have a form that’s not the perfect circle rather it’s an ellipse. That’s why we have to do everything by hand and, in general, in this kind of animation where the object splits into particles it’s more profitable to do it with some procedural tools using particle generators because it takes a lot of time to do Using particle generator system, then tune it manually Here we spend 3 hours(without inbetweening) on this animation It will take the same time to finish inbetweening So it usually takes about a day to finish one animation Maybe there are more experienced animators who can do this animation significantly faster but nevertheless – it’s just the clearest example of the routine work where you just need to work there is no difficult animation. Only routine. You need to follow every particle Please note that I don’t work on everything at once I work on a certain block with a specific particle and try to animate it’s movement till the end Of course, not always I do it like that Sometimes I skip parts of it’s movement to take a break To take look from the side, watch how it moves to make a canvas flip in order to check mistakes and then I come back but usually the most convenient way is working on a specific part And I said several times in recommendations and during several videos When you work with a complex animation, it’s better to break it into parts if there are some particles that fall apart from a big one Finish them and then proceed to next but again when you work with different parts of the animation, the picture in your head is ready We do planning, preparation for work, make thumbnails and concepts in order to imagine how it will look So it’s no like you’ve started do animation from one particle, finished it, and then added another one Everything should be planned during your workflow Here we are going to talk about shading the process is pretty simple – we repeat it several times We need to make the “fill” layer the mask, create new layer, and this new layer will be our base for shading it’s a shadow or highlights. It is not quite a correct shadow even though there is a clearly visible source on top and the shadows that emphasize it You see in the middle everything is flooded As I already said it’s kind of a stylistic decision because I wanted to do it It doesn’t contradict my vision. Your stylistic solution should be more or less correct. It’s obvious Initially, I had a different idea about shading Originally it was a glow effect but i thought that animation can be multi functional and user can use it as a shadow or a glow. He has two opportunities. It might look like a strange decision, but it doesn’t contradict the general stylistic choice If we use it as a shadow then the source is on top and at the same time the center may be filled with a different color if this is a highlight, then we have a source of light that is in the center And these completely filled particles may be this glowing source that emits the light In this case the shadows may be areas from which light is reflected Basically everything is ok Note that I do these are small indents in order emphasize the volume If you fill everything rough, most likely there won’t be any volume You need to have some of these bright areas to make the animation look more or less detailed This fragment looks like a mess. It happened because there are highlights, no volume emphasis You see, first I filled the shadow, then start to add new details This kind of ideas come during work If you haven’t thought about it beforehand and you’d better do it, but in this case I decided to come up with some ideas during work And I think I got a good result Of course, you will not be able to notice all the details at the first time Some mistakes are possible even though play 10 times. That’s all right in principle, the main thing is that the impression of the animation was good I come back to the beginning, look how to fix shaded particles that I didn’t like before and it’s also totally normal process when you get back to work on some parts That’s it. I hope that the video was helpful for you

Only registered users can comment.

  1. Хм..интересно так капли расходятся. Положила в копилочку знаний.=)

Leave a Reply

Your email address will not be published. Required fields are marked *