It seemed appropriate for planes that are in the air to have
had a takeoff, which meant working out precisely how each one would do so.
This process began with the Japanese Planes which had
already been seen to come up from the bowels of the Carrier. It was decided
that the plane would be seen from engine off to engine on. In order to
accomplish this I did some research into a Cessna engine starting up and
followed its examples to match the sort of motion that the propeller would
partake in. With the propeller motion sorted I played with some extra particle
effects just to add some emphasis to the engine starting. I always thought some
smoke would be good, and initially with the tubular vents it seemed natural to
place smoke there, however with the dragon head motif it just seemed right to
place the smoke near the nostril like protrusions and also include a quick
burst of flame when the engine begins properly, this was to have a hint of
dragon breath.
With the American takeoff I didn’t want too many
similarities with the Japanese one, thus I decided to take it part way through
the takeoff and thus not show the engine starting up. I also wanted to display
the damage the Harbour base had taken and to show the continuing attack by the
Japanese, this was why I demolished several of the planes that were originally
on the runway whilst also having a trio of Japanese planes perform a brief
flyover.
This flyover did allow me to work out an interesting
technique that can be used for this sort of thing. I had used loop before but
often when it came to parts just moving in the background I would just move
them from A-B and be done with it, in the past this has caused issues as you
can sometimes catch a glimpse of the now static objects in the background that
was not intended. With a linear loop you can just have the objects continue at
a steady pace into the background. This meant the Planes could be setup then
just forgotten about, this makes it somewhat simpler when moving cameras to capture
alternate angles.
The next step of the takeoff was the surprise, this was
always meant to just be an explosion which would send the plane off course, but
in the end it became a Japanese Plane crash landing into the front American
plane. The second plane then has a nice action takeoff by flying through the
explosion.
This explosion was created via a particle superspray,
something I hadn’t intended to use. I originally tried a standard fire effect
explosion within an atmospheric apparatus, unfortunately when rendered this
yielded distinct squares when viewing the other particle effects through the
explosion. This explosion went moderately well, and by manipulating the use
rate statistic with the autokey I managed to produce an explosion that expands
and then fades. The biggest problem with this explosion was the sheer volume of
particles present, this ended with a render time that at one point quoted over
16 hours, the worst render time of an individual frame was a little over 5
minutes. Reducing the particle count would have helped but unfortunately it would
also make the explosion less impactful.
Expectedly the particles that came from the crashing
Japanese plane went straight through the runway, on some occasion a little bit
of particles passing through terrain is acceptable, but in this it looked awful.
I thus deployed a deflector in order to stop this occurring. Interestingly this
yielded a fantastic result, not only did the particles not go through the floor
but owing to the motion of the particles at the time of crash they flew off in
the direction the crash would have naturally taken them.
All in all the scene went well, it was a far cry from the
original dramatic takeoff idea of having it spin out and fall off the island,
but it worked and made for an action packed scene showing the likely difficulties
of taking off whilst being bombarded.
Video depicting some tests and some reference footage:
Video depicting some tests and some reference footage:
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