fluctuating aura around character
Posted: Mon Nov 10, 2008 12:29 am
So, another Basshole original question. Couldn't find any posts quite like this through a search.
So, I have a character, and a supervillain, and I would like her to be surrounded by a glowy purple aura, that sort of fluctuates and pulses and whatnot (think of the way a person would look if they were on fire, minus the pain, ha ha. And the "fire" would be very translucent). I'm wondering if this is even possible in AS, after my search turned up nothing.
I thought maybe I could do something with a particle layer, but according to the AS book, the particle layer has a specific point from which the particles emanate. . .I would almost need an entire outline of the character to be the origin point, and have particles emanate from all over the character.
Sure, I could simply make a blob and bind the points so that it moves like the character, and then manually animate the points to simulate the fluctuation, and then make than action and loop it. I was just wondering if there was a better way, something that would kind of randomize and automate the fluctuation.
EDIT:
Okay. . .I think I'm onto something. . .combination of halo and soft edge effects, hide the edges, noisy fill. . .
Can you make the splotchy effect animate? It looks cool, but I don't like how the placement of the texture stays static as the aura moves.
I rendered a seconds worth of frames to see how it looked when animated. It's pretty close to what I want, but is there any way to tweak the speed at which the noisy fill animates? It changes on every frame, and it's a little too frenetic for what I'm after. If I could slow the noise down some, that would get me there, I think. Or, is there something else in AS that does approximately the same thing as the noisy fill?
So, I have a character, and a supervillain, and I would like her to be surrounded by a glowy purple aura, that sort of fluctuates and pulses and whatnot (think of the way a person would look if they were on fire, minus the pain, ha ha. And the "fire" would be very translucent). I'm wondering if this is even possible in AS, after my search turned up nothing.
I thought maybe I could do something with a particle layer, but according to the AS book, the particle layer has a specific point from which the particles emanate. . .I would almost need an entire outline of the character to be the origin point, and have particles emanate from all over the character.
Sure, I could simply make a blob and bind the points so that it moves like the character, and then manually animate the points to simulate the fluctuation, and then make than action and loop it. I was just wondering if there was a better way, something that would kind of randomize and automate the fluctuation.
EDIT:
Okay. . .I think I'm onto something. . .combination of halo and soft edge effects, hide the edges, noisy fill. . .
Can you make the splotchy effect animate? It looks cool, but I don't like how the placement of the texture stays static as the aura moves.
I rendered a seconds worth of frames to see how it looked when animated. It's pretty close to what I want, but is there any way to tweak the speed at which the noisy fill animates? It changes on every frame, and it's a little too frenetic for what I'm after. If I could slow the noise down some, that would get me there, I think. Or, is there something else in AS that does approximately the same thing as the noisy fill?
