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Explosions
in Animation:Master '98
by Jeff Paries
 
This tutorial describes
how to combine the Lens Flare and Particle effects available
in Animation:Master '98 to create an interesting and often seen
deep space "explosion" and shockwave effect.
Begin by selecting
"New" from the Project drop down menu to create a
new project. Right click the Project name and select "Save
As" from the available menu. Name the project "Explosion"
and click OK to save.
The first step
is to model a cylinder that will be used as the leading edge
of the shockwave, as well as a particle emitter. Click the New
button and select Model from the list of available options.
Click OK.
With the Rulers
visible and Units set to cm (centimeters), add a vertical spline
that is 2cm high beginning one centimeter above the X axis marker
and ending one centimeter beneath it. This spline should be
added at approximately 100cm along the X axis.
Press CTRL+P to
open the Options panel, and click the Modeling tab. Enter "48"
into the Lathe Cross Sections field and click OK. Click on either
of the two points on the spline that was just created and press
the "L" key to lathe a thin cylinder shape.

Press the F6 key
to enter Bones mode, and from a right side view, add a bone
to the model as shown in figure 1. Assign all of the points
that make up the cylinder to the newly added bone by clicking
the bone, then grouping all of the points.
Press the F5 key
to change back to Modeling mode. Click the "Model1"
item in the Project Workspace, and on the Color tab of the Properties
Panel, change the Diffuse Color to 25, 25, 150 RGB. Set the
model Ambiance value to 100. On the Raytrace tab of the Properties
Panel, click in the "Glowing" checkbox to make the
cylinder glow.
The next step is
to add a light to the model that will be used as a flare to
create the flash from the explosion. Right click the "Model1"
item in the Objects section of the Project Workspace and select
"New", "Light" from the available menus.
This creates a hierarchical light as part of the model. By default,
the light is added at 0,0,0, which is perfect for this example.
Name this light "Explosion Flare".
To specify the
light as a lens flare, click on the Attributes tab of the Properties
Panel, and place a check in the Lens Flare checkbox. The Flare
is custom, described tab by tab below.
GLOBAL TAB
X Scale 100
Y Scale 100
Intensity 100
All "Fade"
options should be unchecked.
FLARE GLOW
TAB
Glow
1 Element
Color 255, 130,
130 RGB
X Scale 150
Y Scale 150
Intensity 100
Spectrum 0
Spectrum Repeats
1
Glow 2 Element
Color 255, 87,
87 RGB
X Scale 100
Y Scale 100
Intensity 100
Spectrum 0
Spectrum Repeats
2
FLARE BEAMS1
TAB
Beam
1 Element
Color Default
X Scale 100
Y Scale 100
Intensity 50
Softness 8
Spectrum 30
Spectrum Repeats
1
Angle 0
Click the New
Element button to create a new beam element, and change the
settings as follows:
Intensity 80
Softness 8
Spectrum 0
Spectrum Repeats
2
FLARE BEAMS2
TAB
Beam
1 Element
Beams 8
Octaves 0
Oct. Len 75
Zones 1
Zone Coverage
100
Max Length 30
Verify that neither
Random Length or Distribution are active.
Beam
2 Element
Beams 16
Octaves 0
Oct. Len 75
Zones 1
Zone Coverage
100
Max Length 10
Verify that neither
Random Length or Distribution are active.
On both the Flare
Reflection1 and Flare Reflection2 tabs of the Properties Panel,
select "No Lens Reflections" from the drop down list
of presets.
The next step is
to create the particle system that forms the trailing edge of
the shockwave. Click the New button and select Material from
the list of available items. Click the OK button. Expand the
material tree by clicking the plus (+) to the left of the "Material1"
item in the Project Workspace. Right click the Attribute node
of the material and select "Change Type to", "Particle
System", "Streaks".

Click the Attribute
node, and on the Color tab of the Properties Panel, set the
color to 0, 0, 150 RGB. An attribute channel will appear beneath
the material attribute, which is used to change the material
over time. For this example, the particles will start out very
blue, and fade the longer they stay on screen. Click the plus
(+) to the left of the Attribute Channel to expand it, and double
click the Diffuse Blue channel item to open the channel for
editing. A control point should be added at Frame 7 with a Value
of 160, and another at Frame 30 with a Value of 10. The graph
should look similar to figure 2. Close the Channel window after
you have set the Diffuse Blue channel as described.
To add a little
variation to the particles, changes will be made to the Transparency
value over time. Double click the Transparency Channel Item
beneath the Attribute Channel of the Material. Set up the Transparency
channel as follows:
| Frame |
Value |
| 0 |
0 |
| 5 |
46 |
| 17 |
56 |
| 24 |
87 |
| 30 |
100 |
This results in
a channel similar to the one shown in figure 3.
Click the Streak
Emitter node, and make changes to the tabs as described below.
STREAK EMITTER
GENERAL TAB
Gravity 0X, 1Y,
0Z
Emission Rate
8500
Velocity 35cm
Preroll 30
Life Expectancy
60
Viscosity 0
On the Streak
Emitter Collision tab, verify that no options are checked.
STREAK EMITTER
STREAK TAB
Tail Duration
3
Thickness 2cm
Additive Color
ON
Drag the "Material1"
item from the Materials folder, and drop it on the "Model1"
item in the Objects folder. This will apply the streak material
to the model.

The next step is
to create the action for the explosion. Right click the Actions
folder and select "New Action" from the list of available
items. An action window will open that contains the model. Click
on "Bone1" in the Action window, and on the Scale
tab of the Properties Panel, enter 0, 100, 0 into the X, Y,
and Z Scale fields, respectively. With "Bone1" still
selected, enter 120 into the Current Frame field on the Frame
toolbar. On the Scale tab of the Properties Panel, enter 450,
100, 450 into the X, Y, and Z Scale fields, respectively. The
model will now expand slowly from nothing on frame 0 to very
large on frame 120, trailing particles behind it as it goes.
Step through the frames and examine the action if you'd like.
When you're ready to continue, enter 0 into the Current Frame
field on the Properties Panel.
Next, it's time
to animate the lens flare to create the explosion itself. Click
on the hierarchical light in the Action window (it may be a
little difficult to get it just right -- watch the Project Workspace
for the "Explosion Flare" channel to appear). Click
the "Explosion Flare" channel to select it, then click
the General tab of the Properties Panel. Select the Intensity
channel item at the bottom of the list of Available Items.
The Intensity of
the flare varies over time. Make the following entries into
the Intensity field.
| Frame |
Value |
| 0 |
0 |
| 18 |
0 |
| 19 |
75 |
| 20 |
120 |
| 21 |
140 |
| 22 |
150 |
| 25 |
110 |
| 30 |
50 |
| 80 |
0 |
Double clicking
the Intensity Channel Item in the Action folder will result
in a visible graph that looks like figure 3.

Everything is set
up, and you are now ready to render the sequence to a file.
If you have a slower machine, you may want to lower the particle
emission rate to get faster render times. If you're on a speedier
machine, adding more particles heightens the effect.
To download the
project file click here. Explosion.prj
If you want to
see the explosion you can download a video clip here.
mpeg
706k
Jeff
Paries
is employed at Hash and is author of The Animation:Master Handbook.

The
Animation:Master Handbook
by Jeff Paries
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