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Pyro beat


luke046

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  • 3 weeks later...
  • 3 months later...

Happy new years ya'll!

I thought I'd make a new fluid beat, I use the same track and forces as for the previous FLIP beat posted here, but now changed to a smoke sim. Compared to the FLIP beat where I emitted at the initial state the smoke needed to emit overtime as it dissipates. To emit from target source don't really work what I wanted as it will appear before the original smoke reached the targets. After a few tests I went with sourcing itself with a time offset.

 

 

Heres the montage/reel of sketches and work with audio driven animations 2013:

 

 

Any ideas or comments for improvements are appreciated

 

cheers!

Edited by luke046
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