Difference between revisions of "Fire Animation"

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m (Minor grammatical corrections and clarifications)
(Slight rewording/clarification, added the relevant images (which were kindly uploaded to the wiki by Jetrel))
 
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By [http://www.wesnoth.org/forum/memberlist.php?mode=viewprofile&u=119252 rhyging5] ([http://www.wesnoth.org/forum/viewtopic.php?p=438983#p438983 Original Post]).
 
By [http://www.wesnoth.org/forum/memberlist.php?mode=viewprofile&u=119252 rhyging5] ([http://www.wesnoth.org/forum/viewtopic.php?p=438983#p438983 Original Post]).
  
# Make a mask. This must have the form you want for the flames. In this case, needs to be more or less like the sword. Note that have a outline totally blur, particularly the upper zone.
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# Create a layer mask. This must have the form you want for the flames. In this case, needs to be shaped more or less like the sword. Note that the outline of the mask should be totally blurred, particularly the upper zone (where the flames will die out).
# Draw the flames in pixel art. Their size will affect subsequent animation, so take a look at the image to get an idea of the appropriate size. We must also decide on the color and appearance of the flames. For that purpose I use some Photoshop filters, like brightness and others.
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# Draw the flames in pixel art. Their size will affect subsequent animation, so take a look at the image you're working with to get an idea of the appropriate size. We must also decide on the color and appearance of the flames. For that purpose I use a number of Photoshop filters, such as brightness and others.
 
#Make a vertical tile of theses flames to make the loop of the animation. Why vertically? Because fire expires from the bottom upwards.
 
#Make a vertical tile of theses flames to make the loop of the animation. Why vertically? Because fire expires from the bottom upwards.
 
#Apply the mask you made in first step to this tile.
 
#Apply the mask you made in first step to this tile.
 
#To emphasize the brightness we can make another layer like this.
 
#To emphasize the brightness we can make another layer like this.
 
#Move the tile up 1 or 2 pixels for every new frame, but keep the mask anchored where it is.
 
#Move the tile up 1 or 2 pixels for every new frame, but keep the mask anchored where it is.
#Additionally, we can make a different light/shadow that the fire produces on nearby objects (not included in this tutorial).
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#Additionally, we can make a different light/shadow effects that the fire produces on nearby objects, in order to give a more realistic look (not included in this tutorial).
  
As you can see, with a little work, we can get some good FX. Hope it's useful!
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http://www.wesnoth.org/wiki-images/tutorial/rhyging-fire-animation-tutorial/tutorial.png
  
==Images==
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<!--Perhaps someone with file upload privileges can uploaded and add these images properly-->
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As you can see, with a little work, we can get some excellent fire effects!
*[http://www.wesnoth.org/forum/download/file.php?id=42458&mode=view Associated Image]
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*[http://www.wesnoth.org/forum/download/file.php?id=42456 Example Animation]
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http://www.wesnoth.org/wiki-images/tutorial/rhyging-fire-animation-tutorial/firetrick.gif
  
 
== See Also ==
 
== See Also ==

Latest revision as of 12:50, 6 January 2012

By rhyging5 (Original Post).

  1. Create a layer mask. This must have the form you want for the flames. In this case, needs to be shaped more or less like the sword. Note that the outline of the mask should be totally blurred, particularly the upper zone (where the flames will die out).
  2. Draw the flames in pixel art. Their size will affect subsequent animation, so take a look at the image you're working with to get an idea of the appropriate size. We must also decide on the color and appearance of the flames. For that purpose I use a number of Photoshop filters, such as brightness and others.
  3. Make a vertical tile of theses flames to make the loop of the animation. Why vertically? Because fire expires from the bottom upwards.
  4. Apply the mask you made in first step to this tile.
  5. To emphasize the brightness we can make another layer like this.
  6. Move the tile up 1 or 2 pixels for every new frame, but keep the mask anchored where it is.
  7. Additionally, we can make a different light/shadow effects that the fire produces on nearby objects, in order to give a more realistic look (not included in this tutorial).

tutorial.png


As you can see, with a little work, we can get some excellent fire effects!

firetrick.gif

See Also

This page was last edited on 6 January 2012, at 12:50.