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<tutorial>

<description>Learn how make a fire animation 3D Studio Max.</description>
<keywords>3d studio max tutorials, fire animation, explosion, flame, animation</keywords>
<title>Fire Animation</title>

<slug>
This tutorial leaves off from where the Fire Material Tutorial ended. The most amazing part about creating a material that can be used 
      to create the illusion of fire is that it can be controlled. If you would 
      like to have a bowl of fire and for the fire to drip down off the edges, 
      this is possible. If you would like the fire to travel through pipes or 
      forced to hit a wall and then spread out, this is possible. The material, 
      when placed upon a PArray can be forced to conform to any spacewarp and 
      therefore can be bent to your will for your scene.
</slug>

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<![CDATA[
<IMG alt="472kb MPG movie of the fire in action" src="teaser.jpg" width="277" height="228"> 
<p>If you have taken the time to complete the previous tutorial (Creating A Fire 
  Material), then you will have a file that contains fire material. The problem 
  you may be thinking to yourself is "how do I use the material in another project 
  without having to recreate it all over again?" This is an important question 
  that will be answered in this next section. 
  <p>
  ]]><stepnumber>1</stepnumber><![CDATA[ Open the file that you created your fire material 
  in. 
<p> ]]><stepnumber>2</stepnumber><![CDATA[ Press '<B>M</B>' on the keyboard to bring up the 
  <B>Material Editor</B>. 
<p>]]><stepnumber>3</stepnumber><![CDATA[ Select the fire material and click on the <B>Put 
  To Library</B> icon [<IMG src="puttolibrary.gif" align="Middle">]. You will be asked to provide a name, such as "Fire 
  Material". 
<p>]]><stepnumber>4</stepnumber><![CDATA[If you would like to use the material in any other 
  Max file, click on the <B>Get Material</B> icon [<IMG src="getmaterial.gif" 
        align="Middle">]. You will need to select the <B>Mtl Library</B> section 
  to see the custom made materials. 
<P align="center"><IMG 
        src="example.gif" width=306 height=165></p>
<p align="center"><IMG src="particles.gif" width=194 height=68></p>
<p>]]><stepnumber>5</stepnumber><![CDATA[ The PArray Particle System</B> (<B>PArray</B>) rollouts 
  become quite complicated and you will want to play around with some of the settings 
  not mentioned here. However, the following will provide you with a good overview 
  of what is needed to make your fire more realistic. 
<p>]]><stepnumber>6</stepnumber><![CDATA[ Click on the <B>PArray</B> icon located under the 
  <B>Particle Systems</B> tab. 
<p>]]><stepnumber>7</stepnumber><![CDATA[ You can now left click and drag anywhere in a viewport 
  and a box with three triangles will be created. This box is only a placeholder. 
  It does not actually do anything and cannot be rendered on its own. It simply 
  says that a <B>PArray</B> exists in the scene. 
<p>]]><stepnumber>8</stepnumber><![CDATA[ To activate the <B>PArray</B> goto the <B>Modify</B> 
  panel. 
<p>]]><stepnumber>9</stepnumber><![CDATA[ Under the <B>BASIC PARAMETERS:</B> 
<p>Select the <B>Pick Object</B> button and select the object that will have the 
  fire material applied. 
<p>]]><stepnumber>10</stepnumber><![CDATA[ Under the <B>PARTICLE GENERATION:</B> 
<p><IMG src="particlegeneration.gif" 
        align=left> 
<p>Keep a low rate if you have a large Particle Size. The example provided only 
  has a rate of 3, but the size of each particle is 12. 
<p>The <B>Speed</B> should be brought right down to '0'. A wind spacewarp can 
  be added later to control the speed and direction. 
<p>The <B>Particle Timing</B> should be changed to match when the fire should 
  start and end. 
<p>The life of the material is how long it will last for. The default of 30 is 
  way too long. The settings in the example is only 12. 
<p>In the <B>Particle Size</B> area, the 'Grow For:' and "Fade For:' are very 
  important. Fire should have a whimsical fade in and fade out. By providing a 
  very brief time, such as 2 or 3 for each, a more realistic effect will be created. 
<p>]]><stepnumber>11</stepnumber><![CDATA[ Under the <B>PARTICLE TYPE:</B> 
<p>Use <B>Standard Particles</B> and <B>Facing</B>. The <B>Get Material From:</B> 
  area should be left with the default icon. The fire material will be dragged 
  and dropped from the material editor onto the <B>PArray</B> icon in the viewport. 
<p>]]><stepnumber>12</stepnumber><![CDATA[ Under the <B>ROTATION and COLLISION:</B>: 
<p>This final area is also important as a slight spin will create a bit of movement 
  or flicker in the flame. Have a very short <B>spin time</B> of '1'. 
<p>The <B>Spin Axis Controls</B> should be given to one axis - the one that allows 
  the material face to spin towards the camera, or renderable view. At this point, 
  you may want to activate the <B>Material Editor</B> and drag your fire material 
  onto the <B>PArray</B> emitter icon. 
<p>]]><stepnumber>13</stepnumber><![CDATA[ Although you should already be able to see your 
  fire being created around your object, there will probably be a randomness about 
  where the particles are going. The following section will help you to control 
  the particles. 
<p>]]><stepnumber>14</stepnumber><![CDATA[ <B>Wind Spacewarp</B>: This can be used to control 
  the direction and movement of particles. By placing a <B>Wind Spacewarp</B> 
  under the particles it will attempt to push the particles upwards, providing 
  a flame like appearance. Be cautious. Too much strength will cause the fire 
  to look broken up. This can be helped by increasing the size and number of particles. 
<p>]]><stepnumber>15</stepnumber><![CDATA[ <B>Gravity Spacewarp</B>: This can be used to create 
  a 'drip down' effect. The fire could be in a cauldron or tube and forced to 
  spill onto the floor. This might be usefull with molten rock or metal being 
  burned. 
<p>]]><stepnumber>16</stepnumber><![CDATA[ <B>Containment</B>: Containment of fire is sometimes 
  necessary. The particles will want to go through most objects, so it is necessary 
  to protect them. 
<p>To accomplish this use the <B>UOmniFlect</B>. It is "the universal omniflector, 
  provides more options than the original UDeflector. This space warp lets you 
  use any other geometric object as a particle deflector. The deflections are 
  face accurate, so the geometry can be static, animated, or even morphing or 
  otherwise deforming over time." (Taken from the 3DSMax Online Help). Woohoo! 
  You survived. 
<div class="gray13" align="center">----------------------------------------------------</div>
<br>
Your completed file should look something similar to the following: 
<P align="center"> 
  <OBJECT id=MMPlayer1 codeBase=http://activex.microsoft.com/activex/controls/mplayer/en/nsmp2inf.cab#Version=5,1,52,701 classid=CLSID:22d6f312-b0f6-11d0-94ab-0080c74c7e95 width=320 height=288 type=application/x-oleobject standby="Loading Microsoft Windows Media Player components...">
    <PARAM NAME="FileName" VALUE="teaser.mpg">
    <PARAM NAME="ShowControls" VALUE="1">
    <PARAM NAME="ShowStatusBar" VALUE="0">
    <PARAM NAME="ShowGoToBar" VALUE="0">
    <Embed type="application/x-mplayer2" pluginspage="http://www.microsoft.com/Windows/MediaPlayer/download/default.asp" src="teaser.mpg" Name=MMPlayer1 ShowControls=1 ShowDisplay=0 ShowStatusBar=0 ShowGoToBar=0 width=320 height=288></embed></OBJECT>
</P>
]]>

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</tutorial>
