jsells20 Posted October 31, 2011 Share Posted October 31, 2011 (edited) Particle smoke blend to live action actor... I've seen it used a lot and at it's best in Harry Potter. My question is, what's the best way to go about doing this? -Geometry to particles is pretty straightforward, except I don't see how you keep the original geometry shape before it turns into particles. For example, I can get a box filled with particles then have it blow but the particles filled in place at frame 1 of the geometry is not solid. It's a volume filled with particles. -Particles to a live action actor, I'm not sure. I would imagine you do a similar transition with a proxy actor, then blend in post but how? I'm sure it's simple to do, but how do you reverse it having the smoke turn into a solid without reversing it in post? Are there any good resources for doing the basic geometry blend to particles or the transition with live action? Attached is a clip from Once Upon a Time with the effect being used. Also attached is an example file of a box blowing away. onceuponatime.mov geotoparticles.hip Edited October 31, 2011 by jsells20 Quote Link to comment Share on other sites More sharing options...
Nik S Posted November 3, 2011 Share Posted November 3, 2011 Could you not use an "attractor POP" to make the character effectively a goal object? Whenever you want the particles to reform around him set the activation to that frame? I would recommend using a proxy volume of the character to speed up sim time however. Quote Link to comment Share on other sites More sharing options...
tmdag Posted November 4, 2011 Share Posted November 4, 2011 easiest way would be to reverse particles but You also could make goal particles (on actor) and push flying particles towards position of goal on each frame/step, multiplayed by noises Quote Link to comment Share on other sites More sharing options...
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