Hi Guys,
I have been working hard on the project for the past week, Wanted to do another update, The next update after this will be once the Project is Finished.
Right now I am working on Shot 2&3 but Shot 1 is Final, Grade might be a WIP. This shot consisted of the Hero plane (The Sopwith Camel), getting its wing shot out by a German BiPlane casuing an explosion and the engine to catch fire. I used the Animation from the Previs as a starting point, I used the High Res Sopwith Asset which I rigged to control the flaps and add flapping to the wings through FFD's.
The Destruction of the wing is done with Rayfire, However I did not want a bog standard RBD Sim, I wanted it to look like it was breaking from the stress from the explosion and Bend then Snap. The wing was manually cut into Face Fragments, then using Activation by Geo to get the progressive destruction of the wing over 10 frames, This looks alot more realistic then it just exploding. I then used a Noise Modifier to bend the fragments as they break so the flap about as they fly off, so they look more like wings breaking rather than concrete or rock, I also used a few FFDs to have the wing bend as an flap to again make it look less like rock and more realistic.
The Fume FX sims were really good fun, from the outset I know if a Biplane had its wing shot out it would not explode, but I needed it to for this shot to not only make it more entertaining but also more engaging to show the plane is falling out the sky and cannot recover.
Alot of my work on WarThunder For Gamescom 2014 came in useful here, especially doing the engine fire, this sim here is no where near as Hires/quality as the one I did for the trailer because I dont have the time on this short 1 month deadline, plus on WarThunder I was doing FX, on this I am doing everything. The Wing Explosion I wanted it to be traily, but not too much, in the end I used Colour caching to get the diffrent colored smoke trails in the same grid as the main explosion. The Engine Fire was in a seprate grid, using wind to fake its velocity as the Grid was parented to the plane to save not having a huge Fume Grid.
For the Clouds I used Afterburn, however these got feathed quite a lot in comp as I used Cloud Pictures on Cards as it was a lot quicker, ideally I would of wanted to spend the time getting the AfterBurn clouds working well. Comp Was Done in AE.


