I was wondering if anyone had any idea how I could create a little animation in blender that looks like the pic below. I’ve tried using particles but they seem to go everywhere. What I want to do is start the animation with the aura on the left and than have it change to the one on the right. Any help would be appreciated. Thanks.
This is a possibility: the image is of a plane, subdivided twice. The plane has a material set to alpha 0.000 (transparent) with two textures. The first texture is a clouds texture with default settings, mapped to color, the second texture is a blend, spherical, mapped to alpha, and set up as a stencil.
The animation is done by setting shape keys on each horizontal row of vertices on the subdivided plane, basis is narrow, key 0.000 is narrow, key 1.000 is wide [I selected and scaled the row].
The animation is set up by putting the keys to 0.000 at frame 1, to 1.000 at frame 51, then randomly moving key values up and down on inbetween frames, to get a shimmery effect.
To get your colored aura, the simplest thing would be to paint it in Gimp, then use an image texture instead of a cloud texture. Set the plane up so it’s in the middle of your figure, if the camera moves during the animation, make the plane track the camera.
Thank you for the help. I’ll see if I can rig it to get the effect I need. Take care.
i think this effect calls for the use of node editor. basically you’ll be rendering some aura/flame/particles, blur and distort in the node editor, and then finally combine(ADD) them over the original image.
Well I tried your example Orinoco and unless I’m doing something wrong what I end up with is a picture, that was first created in Photoshop and applied to the plane, that becomes pinched when I move the vertices. The aura image, of course, is distorted as it becomes pinched as well. If I’m doing something wrong let me know.
Your try is next mpan3 but since I know next to nothing about the node editor yours will take more time to try and implement. Thanks to both of you for your help.