You're going to need to be a bit more specific. And do you mean Whip? If so, then I think that will be more challenging, or at least, it will have to be modified a lot for evey other person. Perhaps some sketches or pictures you find on the interent would help us to know what you're looking for more specfically.
Film your shot with the actor with a whip (or a heavy string; it really doesn't matter). Then, in VisionLab or EffectsLab, do the following: 1- Put fire all over your video 2- Put an inverted mask over the whip. 3- Field by field, make the mask follow the whip's motion.
There you go! Hope that helps!
Posted: Wed, 4th Apr 2007, 4:07am
Post 5 of 7
Force: 17995 | Joined: 20th Jan 2002 | Posts: 6124
I've spent some time trying to come up with a good way to create a preset for this in the past, and as of yet, I haven't thought of a way that satisfies me. As a preset.
But, if you use the technique that Plainly Canadian just mentioned, or use a highly variated neon light effect, probably more glow than core, you could then take brief clips of flames and composite them onto the whip in various places, and you ought to come up with a result similar to the Balrog pic kingofbladeslv linked.
I imagine it'd be difficult to pull this off effectively in FXLab because the best way would be to use a particle system (probably more than one in reality) and then have it emitting particles with a flame sprite mapped to each one. That'd let you create some decent looking fire but the problem is the whip motion and the fact that you'd need to have the particles emitted from all along the whip object and following a very complex motion.
The only way I can think of (other than somehow building a rig to simulate an arm whipping motion, filming a practical element and comping it it) is to simulate a 3D 'whip', use that object as an emitter and then use the 3D app particle system to create the fire with flame sprites mapped to it - 3DS Max's particle flow is perfect for this sort of thing.