Creating A Missile Animation in Maya Using Instancers - By Aziz
Page 2

Creating the Smoke Effect

We are going to use the Emitter Options again to create a smoke tail by generating another set of particles. Start off by select particle1 from the Outliner window the same way we did last time. Go through Particles>Emit From Object and hit the small box next to it to open the Emitter From Object properties window. Make the changes illustrated in the image below and hit Create.

Note: You should always make sure that you keep the Rate of Particles low, as the higher the rate the slower your computer gets and this could increase the render time by a great amount.

You can click Play at this moment to preview how are animation is going.

Select the small set of particles coming out of the tail and then hit Ctrl+A to open up the Attribute Editor. Click on the ParticlesShape2 tab and then scroll down to Render Attributes. Choose Cloud [s/w] from the dropdown menu and then hit the Current Render Type button to change the radius of the particles as illustrated in the image below.

Cloud: a render type that displays particles as blurred or cloud metaballs which are used to simulate smoke tail.

Scroll down to the Per Particle (Array) Attributes section, click on the Opacity button, and then check the box next to it to Add Per Particle Attribute in the small window that pops up, click Add Attribute to close the window.

Now that we have the new OpacityPP field added to the Per Particle (Array) Attributes, right-click inside it and then select Create Ramp as illustrated in the image below.

You can now click Play to see the new particles fade away with time. Ramp on OpacityPP gives a grayscale colour to the particles that changes with time, i.e. age. You can refer to the Maya help file for more details on Grayscale Ramps.

We are now going to add the fire effect, open the Attribute Editor (Ctrl+A) and click on the ParticleShape2 tab. Go down to the Per Particle (Array) Attributes section, hit Color button and the Particle Color window shall open up. Check the Add Per Particle Attribute box and then hit the Add Attribute button as illustrated in the image below.

Now that the new rgbPP field has been added in the Per Particle (Array) Attributes, right-click inside it and then select Create Ramp as illustrated in the image below.

You can now click on Play to see the particles change color with time. Ramp on rgbPP gives a colorscale to the particles that changes with time.

Before we go ahead and render the scene, we need to hide the original objects to create a nice and tidy scene. To do this, you will have to select the plane first and then reference the missile and then go through Display>Hide>Hide Selection as illustrated in the image below.

Here is a render view of the result that I got after using some advanced techniques that I hope to write a tutorial about in the near future.


Download the End Scene

This concludes our tutorial, I hope that you learn the basic function of instancer and how it is used to speed up the working process. Please feel free to email me at sunrise300@gmail.com if you have any questions or queries, you can also alternatively post at the Oman3D Forum.

PREVIOUS PAGE 1/2

- End of tutorial