https://www.fembotwiki.com/api.php?action=feedcontributions&user=Mister+minations&feedformat=atomFembotWiki - User contributions [en]2024-03-29T14:14:10ZUser contributionsMediaWiki 1.40.0https://www.fembotwiki.com/index.php?title=Mister_minations&diff=180429Mister minations2024-03-06T04:15:10Z<p>Mister minations: /* Mister Minations Marvelous Mischief-Making Menagerie */</p>
<hr />
<div>==Mister Minations Marvelous Mischief-Making Menagerie==<br />
<gallery><br />
Mister Minations - Juanita Baptiste 3.png<br />
Mister minations - juanita baptiste 4.png<br />
Mister Minations - Sienna Viklund 1.png<br />
Misterminations - briar tahri - 1.png<br />
</gallery><br />
<br />
==2D Art (Miscellaneous)==<br />
<gallery><br />
Misterminations - sorority malfunction 2.png|7/25/2020<br />
Misterminations - beach accident.png|8/12/2020<br />
Misterminations - jessabelle - rough draft 1.png|10/14/2020<br />
Mister Minations - katie michaels 1.png|ha ha train<br />
Misterminations - carolinajones2.png|3/5/21<br />
Mister minations - carolinajones3.png|1/12/22<br />
Mister minations - untitled sketch1.png|7/6/22<br />
</gallery><br />
<br />
==Animated Manipulations==<br />
<gallery><br />
Misterminations - cara mantella 1.gif|Cara Mantella, "Premature"<br />
Misterminations - sofiavergara 1.gif|Sofia Vergara, "Chasing Papi"<br />
Misterminations - megan fox 40.gif|Megan Fox, "This is 40"<br />
Mister Minations - Penelope Cruz1.gif|Penelope Cruz, "Zoolander 2"<br />
Mister minations - heather flanagan 1.gif|"Get wet and wild (safely) with Helen Flanagan's outrageously sexy pool rules - FHM (UK)"<br />
Misterminations - jessica nigri 2.gif<br />
Mister minations - nicki minaj 1a.gif<br />
Mister minations - betty gilpin 1.gif|Betty Gilpin, "Glow (2017)"<br />
Mister minations - amanda cerny 3.gif|20 things we must normalize <br />
Mister minations - maya hawke 1.gif|Maya Hawke, "Once Upon a Time in Hollywood"<br />
Mister minations - sofia ribeiro 1.gif|Sofia Ribeiro<br />
Mister_minations_-_marilyn_melo_1.gif<br />
Mister minations - chanel uzi1.gif<br />
Mister minations - summer glau 1.gif|The Initiation of Sarah<br />
Mister minations - mila azul 1.gif|It's Time to Relax<br />
Mister minations - cardi b - 1.gif|WAP<br />
Mister minations - kenya moore 1.gif|RHOA - s6<br />
Misterminations - porsha williams-1.gif<br />
Mister minations - angellove77 1.gif<br />
Misterminations - megan thee stallion 1a.gif|Megan Thee Stallion - Reading Festival<br />
</gallery><br />
<br />
==Photo Manipulations==<br />
<gallery><br />
Misterminations - carola savana-manip1.png|Carola Savana, Latex Model<br />
Misterminations - Fernanda Ferrari 2.jpg|Fernanda Ferrari, Model<br />
Misterminations - marie claude bourbonnais-manip1.png|Marie Claude Bourbonnais, cosplay<br />
Mister Minations - Marie Claude Bourbonnais 2.png<br />
Misterminations - milana vayntrub1.png|Milana Vayntrub, "Lily" from AT&T<br />
Misterminations - tsubaki-sannomiya manip1.png<br />
Misterminations - teresa may-manip2.png<br />
Mister Minations - liu taiyang 1.png|Liu Taiyang from TikTok<br />
Misterminations - julie-silver 1.png<br />
Mister Minations - Veronica-Zemanova 1.png<br />
Mister Minations - Veronica-Zemanova 2.png<br />
Mister Minations - carli banks1.png<br />
Misterminations - DariaBorkhert 7.png<br />
Mister Minations - skylar-vox 1.png<br />
Mister Minations - skylar-snow 1.png<br />
Misterminations savannahhperkinss1.png<br />
misterminations_savannahhperkinss2.png<br />
Savannahhperkinss3.png<br />
Misterminations savannahhperkinss4.png<br />
misterminations_savannahhperkinss-5.png<br />
Misterminations - cristy ren - 1.png<br />
Misterminations - salma hayek 1.png<br />
Mister Minations - bianca beauchamp 1.png<br />
Misterminations - patty-michova 1.png<br />
Misterminations - savannahhperkinss - unusualroommates - a bad day.png<br />
Mister minations - ellen barkin - 2.png<br />
</gallery><br />
<br />
==Reference Material==<br />
<gallery><br />
Mister minations - stomach panel 1.png|abdominal panel, 10/10/2022<br />
Mister_minations_-_stomach_panel_2.png|abdominal panel, 10/16/2022<br />
Mister minations - cannister 1.gif|cannister fluid, 10/29/2022<br />
</gallery><br />
<br />
==Cringe and Bad Content==<br />
<gallery><br />
Misterminations - eva core 1.jpg|Cringe Text - Eva Core from "Mass Effect 3"<br />
Misterminations - Fernanda Ferrari 3.jpg|Fernanda Ferrari, model<br />
Misterminations - halle berry 1.jpg|Cringe Text - Halle Berry in "Catwoman"<br />
Misterminations - quimmah russo 1.jpg<br />
Misterminations - persia black-manip1.png<br />
Mister minations - perversions of science1.png|1/10/2021<br />
Mister Minations - brooke beretta-1.png<br />
Misterminations shibolena1.png<br />
</gallery><br />
<br /><br />
<br />
[[Gallery|&larr; Gallery]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=File:Misterminations_-_briar_tahri_-_1.png&diff=180428File:Misterminations - briar tahri - 1.png2024-03-06T04:11:43Z<p>Mister minations: Mister minations uploaded a new version of File:Misterminations - briar tahri - 1.png</p>
<hr />
<div>=={{int:filedesc}}==<br />
{{Information<br />
|description={{en|1=base sketch}}<br />
|date=2024-03-05<br />
|source={{own}}<br />
|author=[[User:Mister minations|Mister minations]]<br />
|permission=<br />
|other versions=<br />
}}<br />
<br />
=={{int:license-header}}==<br />
{{self|cc-by-sa-4.0}}<br />
<br />
[[Category:2D art]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=File:Misterminations_-_briar_tahri_-_1.png&diff=180427File:Misterminations - briar tahri - 1.png2024-03-06T03:45:46Z<p>Mister minations: Uploaded own work with UploadWizard</p>
<hr />
<div>=={{int:filedesc}}==<br />
{{Information<br />
|description={{en|1=base sketch}}<br />
|date=2024-03-05<br />
|source={{own}}<br />
|author=[[User:Mister minations|Mister minations]]<br />
|permission=<br />
|other versions=<br />
}}<br />
<br />
=={{int:license-header}}==<br />
{{self|cc-by-sa-4.0}}<br />
<br />
[[Category:2D art]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Mister_minations&diff=174148Mister minations2023-11-27T05:11:12Z<p>Mister minations: /* Reference Material */</p>
<hr />
<div>==Mister Minations Marvelous Mischief-Making Menagerie==<br />
<gallery><br />
Mister Minations - Juanita Baptiste 3.png<br />
Mister minations - juanita baptiste 4.png<br />
Mister Minations - Sienna Viklund 1.png<br />
</gallery><br />
<br />
==2D Art (Miscellaneous)==<br />
<gallery><br />
Misterminations - sorority malfunction 2.png|7/25/2020<br />
Misterminations - beach accident.png|8/12/2020<br />
Misterminations - jessabelle - rough draft 1.png|10/14/2020<br />
Mister Minations - katie michaels 1.png|ha ha train<br />
Misterminations - carolinajones2.png|3/5/21<br />
Mister minations - carolinajones3.png|1/12/22<br />
Mister minations - untitled sketch1.png|7/6/22<br />
</gallery><br />
<br />
==Animated Manipulations==<br />
<gallery><br />
Misterminations - cara mantella 1.gif|Cara Mantella, "Premature"<br />
Misterminations - sofiavergara 1.gif|Sofia Vergara, "Chasing Papi"<br />
Misterminations - megan fox 40.gif|Megan Fox, "This is 40"<br />
Mister Minations - Penelope Cruz1.gif|Penelope Cruz, "Zoolander 2"<br />
Mister minations - heather flanagan 1.gif|"Get wet and wild (safely) with Helen Flanagan's outrageously sexy pool rules - FHM (UK)"<br />
Misterminations - jessica nigri 2.gif<br />
Mister minations - nicki minaj 1a.gif<br />
Mister minations - betty gilpin 1.gif|Betty Gilpin, "Glow (2017)"<br />
Mister minations - amanda cerny 3.gif|20 things we must normalize <br />
Mister minations - maya hawke 1.gif|Maya Hawke, "Once Upon a Time in Hollywood"<br />
Mister minations - sofia ribeiro 1.gif|Sofia Ribeiro<br />
Mister_minations_-_marilyn_melo_1.gif<br />
Mister minations - chanel uzi1.gif<br />
Mister minations - summer glau 1.gif|The Initiation of Sarah<br />
Mister minations - mila azul 1.gif|It's Time to Relax<br />
Mister minations - cardi b - 1.gif|WAP<br />
Mister minations - kenya moore 1.gif|RHOA - s6<br />
Misterminations - porsha williams-1.gif<br />
Mister minations - angellove77 1.gif<br />
Misterminations - megan thee stallion 1a.gif|Megan Thee Stallion - Reading Festival<br />
</gallery><br />
<br />
==Photo Manipulations==<br />
<gallery><br />
Misterminations - carola savana-manip1.png|Carola Savana, Latex Model<br />
Misterminations - Fernanda Ferrari 2.jpg|Fernanda Ferrari, Model<br />
Misterminations - marie claude bourbonnais-manip1.png|Marie Claude Bourbonnais, cosplay<br />
Mister Minations - Marie Claude Bourbonnais 2.png<br />
Misterminations - milana vayntrub1.png|Milana Vayntrub, "Lily" from AT&T<br />
Misterminations - tsubaki-sannomiya manip1.png<br />
Misterminations - teresa may-manip2.png<br />
Mister Minations - liu taiyang 1.png|Liu Taiyang from TikTok<br />
Misterminations - julie-silver 1.png<br />
Mister Minations - Veronica-Zemanova 1.png<br />
Mister Minations - Veronica-Zemanova 2.png<br />
Mister Minations - carli banks1.png<br />
Misterminations - DariaBorkhert 7.png<br />
Mister Minations - skylar-vox 1.png<br />
Mister Minations - skylar-snow 1.png<br />
Misterminations savannahhperkinss1.png<br />
misterminations_savannahhperkinss2.png<br />
Savannahhperkinss3.png<br />
Misterminations savannahhperkinss4.png<br />
misterminations_savannahhperkinss-5.png<br />
Misterminations - cristy ren - 1.png<br />
Misterminations - salma hayek 1.png<br />
Mister Minations - bianca beauchamp 1.png<br />
Misterminations - patty-michova 1.png<br />
Misterminations - savannahhperkinss - unusualroommates - a bad day.png<br />
Mister minations - ellen barkin - 2.png<br />
</gallery><br />
<br />
==Reference Material==<br />
<gallery><br />
Mister minations - stomach panel 1.png|abdominal panel, 10/10/2022<br />
Mister_minations_-_stomach_panel_2.png|abdominal panel, 10/16/2022<br />
Mister minations - cannister 1.gif|cannister fluid, 10/29/2022<br />
</gallery><br />
<br />
==Cringe and Bad Content==<br />
<gallery><br />
Misterminations - eva core 1.jpg|Cringe Text - Eva Core from "Mass Effect 3"<br />
Misterminations - Fernanda Ferrari 3.jpg|Fernanda Ferrari, model<br />
Misterminations - halle berry 1.jpg|Cringe Text - Halle Berry in "Catwoman"<br />
Misterminations - quimmah russo 1.jpg<br />
Misterminations - persia black-manip1.png<br />
Mister minations - perversions of science1.png|1/10/2021<br />
Mister Minations - brooke beretta-1.png<br />
Misterminations shibolena1.png<br />
</gallery><br />
<br /><br />
<br />
[[Gallery|&larr; Gallery]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Mister_minations&diff=174147Mister minations2023-11-27T05:11:04Z<p>Mister minations: /* Photo Manipulations */</p>
<hr />
<div>==Mister Minations Marvelous Mischief-Making Menagerie==<br />
<gallery><br />
Mister Minations - Juanita Baptiste 3.png<br />
Mister minations - juanita baptiste 4.png<br />
Mister Minations - Sienna Viklund 1.png<br />
</gallery><br />
<br />
==2D Art (Miscellaneous)==<br />
<gallery><br />
Misterminations - sorority malfunction 2.png|7/25/2020<br />
Misterminations - beach accident.png|8/12/2020<br />
Misterminations - jessabelle - rough draft 1.png|10/14/2020<br />
Mister Minations - katie michaels 1.png|ha ha train<br />
Misterminations - carolinajones2.png|3/5/21<br />
Mister minations - carolinajones3.png|1/12/22<br />
Mister minations - untitled sketch1.png|7/6/22<br />
</gallery><br />
<br />
==Animated Manipulations==<br />
<gallery><br />
Misterminations - cara mantella 1.gif|Cara Mantella, "Premature"<br />
Misterminations - sofiavergara 1.gif|Sofia Vergara, "Chasing Papi"<br />
Misterminations - megan fox 40.gif|Megan Fox, "This is 40"<br />
Mister Minations - Penelope Cruz1.gif|Penelope Cruz, "Zoolander 2"<br />
Mister minations - heather flanagan 1.gif|"Get wet and wild (safely) with Helen Flanagan's outrageously sexy pool rules - FHM (UK)"<br />
Misterminations - jessica nigri 2.gif<br />
Mister minations - nicki minaj 1a.gif<br />
Mister minations - betty gilpin 1.gif|Betty Gilpin, "Glow (2017)"<br />
Mister minations - amanda cerny 3.gif|20 things we must normalize <br />
Mister minations - maya hawke 1.gif|Maya Hawke, "Once Upon a Time in Hollywood"<br />
Mister minations - sofia ribeiro 1.gif|Sofia Ribeiro<br />
Mister_minations_-_marilyn_melo_1.gif<br />
Mister minations - chanel uzi1.gif<br />
Mister minations - summer glau 1.gif|The Initiation of Sarah<br />
Mister minations - mila azul 1.gif|It's Time to Relax<br />
Mister minations - cardi b - 1.gif|WAP<br />
Mister minations - kenya moore 1.gif|RHOA - s6<br />
Misterminations - porsha williams-1.gif<br />
Mister minations - angellove77 1.gif<br />
Misterminations - megan thee stallion 1a.gif|Megan Thee Stallion - Reading Festival<br />
</gallery><br />
<br />
==Photo Manipulations==<br />
<gallery><br />
Misterminations - carola savana-manip1.png|Carola Savana, Latex Model<br />
Misterminations - Fernanda Ferrari 2.jpg|Fernanda Ferrari, Model<br />
Misterminations - marie claude bourbonnais-manip1.png|Marie Claude Bourbonnais, cosplay<br />
Mister Minations - Marie Claude Bourbonnais 2.png<br />
Misterminations - milana vayntrub1.png|Milana Vayntrub, "Lily" from AT&T<br />
Misterminations - tsubaki-sannomiya manip1.png<br />
Misterminations - teresa may-manip2.png<br />
Mister Minations - liu taiyang 1.png|Liu Taiyang from TikTok<br />
Misterminations - julie-silver 1.png<br />
Mister Minations - Veronica-Zemanova 1.png<br />
Mister Minations - Veronica-Zemanova 2.png<br />
Mister Minations - carli banks1.png<br />
Misterminations - DariaBorkhert 7.png<br />
Mister Minations - skylar-vox 1.png<br />
Mister Minations - skylar-snow 1.png<br />
Misterminations savannahhperkinss1.png<br />
misterminations_savannahhperkinss2.png<br />
Savannahhperkinss3.png<br />
Misterminations savannahhperkinss4.png<br />
misterminations_savannahhperkinss-5.png<br />
Misterminations - cristy ren - 1.png<br />
Misterminations - salma hayek 1.png<br />
Mister Minations - bianca beauchamp 1.png<br />
Misterminations - patty-michova 1.png<br />
Misterminations - savannahhperkinss - unusualroommates - a bad day.png<br />
Mister minations - ellen barkin - 2.png<br />
</gallery><br />
<br />
==Reference Material==<br />
<gallery><br />
Mister minations - stomach panel 1.png|abdominal panel, 10/10/2022<br />
Mister_minations_-_stomach_panel_2.png|abdominal panel, 10/16/2022<br />
Mister minations - cannister 1.gif|cannister fluid, 10/29/2022<br />
Mister minations - sparks 1.gif|sparks, 11/17/2022<br />
</gallery><br />
<br />
==Cringe and Bad Content==<br />
<gallery><br />
Misterminations - eva core 1.jpg|Cringe Text - Eva Core from "Mass Effect 3"<br />
Misterminations - Fernanda Ferrari 3.jpg|Fernanda Ferrari, model<br />
Misterminations - halle berry 1.jpg|Cringe Text - Halle Berry in "Catwoman"<br />
Misterminations - quimmah russo 1.jpg<br />
Misterminations - persia black-manip1.png<br />
Mister minations - perversions of science1.png|1/10/2021<br />
Mister Minations - brooke beretta-1.png<br />
Misterminations shibolena1.png<br />
</gallery><br />
<br /><br />
<br />
[[Gallery|&larr; Gallery]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Mister_minations&diff=174146Mister minations2023-11-27T05:09:01Z<p>Mister minations: /* Photo Manipulations */</p>
<hr />
<div>==Mister Minations Marvelous Mischief-Making Menagerie==<br />
<gallery><br />
Mister Minations - Juanita Baptiste 3.png<br />
Mister minations - juanita baptiste 4.png<br />
Mister Minations - Sienna Viklund 1.png<br />
</gallery><br />
<br />
==2D Art (Miscellaneous)==<br />
<gallery><br />
Misterminations - sorority malfunction 2.png|7/25/2020<br />
Misterminations - beach accident.png|8/12/2020<br />
Misterminations - jessabelle - rough draft 1.png|10/14/2020<br />
Mister Minations - katie michaels 1.png|ha ha train<br />
Misterminations - carolinajones2.png|3/5/21<br />
Mister minations - carolinajones3.png|1/12/22<br />
Mister minations - untitled sketch1.png|7/6/22<br />
</gallery><br />
<br />
==Animated Manipulations==<br />
<gallery><br />
Misterminations - cara mantella 1.gif|Cara Mantella, "Premature"<br />
Misterminations - sofiavergara 1.gif|Sofia Vergara, "Chasing Papi"<br />
Misterminations - megan fox 40.gif|Megan Fox, "This is 40"<br />
Mister Minations - Penelope Cruz1.gif|Penelope Cruz, "Zoolander 2"<br />
Mister minations - heather flanagan 1.gif|"Get wet and wild (safely) with Helen Flanagan's outrageously sexy pool rules - FHM (UK)"<br />
Misterminations - jessica nigri 2.gif<br />
Mister minations - nicki minaj 1a.gif<br />
Mister minations - betty gilpin 1.gif|Betty Gilpin, "Glow (2017)"<br />
Mister minations - amanda cerny 3.gif|20 things we must normalize <br />
Mister minations - maya hawke 1.gif|Maya Hawke, "Once Upon a Time in Hollywood"<br />
Mister minations - sofia ribeiro 1.gif|Sofia Ribeiro<br />
Mister_minations_-_marilyn_melo_1.gif<br />
Mister minations - chanel uzi1.gif<br />
Mister minations - summer glau 1.gif|The Initiation of Sarah<br />
Mister minations - mila azul 1.gif|It's Time to Relax<br />
Mister minations - cardi b - 1.gif|WAP<br />
Mister minations - kenya moore 1.gif|RHOA - s6<br />
Misterminations - porsha williams-1.gif<br />
Mister minations - angellove77 1.gif<br />
Misterminations - megan thee stallion 1a.gif|Megan Thee Stallion - Reading Festival<br />
</gallery><br />
<br />
==Photo Manipulations==<br />
<gallery><br />
Misterminations - carola savana-manip1.png|Carola Savana, Latex Model<br />
Misterminations - Fernanda Ferrari 2.jpg|Fernanda Ferrari, Model<br />
Misterminations - marie claude bourbonnais-manip1.png|Marie Claude Bourbonnais, cosplay<br />
Misterminations - milana vayntrub1.png|Milana Vayntrub, "Lily" from AT&T<br />
Misterminations - tsubaki-sannomiya manip1.png<br />
Misterminations - teresa may-manip2.png<br />
Mister Minations - liu taiyang 1.png|Liu Taiyang from TikTok<br />
Misterminations - julie-silver 1.png<br />
Mister Minations - Veronica-Zemanova 1.png<br />
Mister Minations - Veronica-Zemanova 2.png<br />
Mister Minations - Marie Claude Bourbonnais 2.png<br />
Mister Minations - carli banks1.png<br />
Misterminations - DariaBorkhert 7.png<br />
Mister Minations - skylar-vox 1.png<br />
Mister Minations - skylar-snow 1.png<br />
misterminations_savannahhperkinss2.png<br />
misterminations_savannahhperkinss-5.png<br />
Misterminations - cristy ren - 1.png<br />
Misterminations - salma hayek 1.png<br />
Mister Minations - bianca beauchamp 1.png<br />
Misterminations - patty-michova 1.png<br />
Mister Minations - xena-kai 1.png<br />
Mister Minations - xena-kai 2.png<br />
Mistminations - gianna michaels-blank1.png<br />
Mistminations - gianna michaels-blank4.png<br />
Mistminations - gianna michaels-blank3.png<br />
Mistminations - gianna michaels-blank2.png<br />
Mistminations - gianna michaels-blank5.png<br />
Misterminations StaceyPoole 1a 01.png<br />
Misterminations StaceyPoole 1a 02.png<br />
Misterminations StaceyPoole 1a 03.png<br />
Misterminations StaceyPoole 1a 04.png<br />
Misterminations StaceyPoole 1a 05.png<br />
Misterminations StaceyPoole 1a 06.png<br />
Misterminations StaceyPoole 1a 07.png<br />
Misterminations savannahhperkinss1.png<br />
Savannahhperkinss3.png<br />
Misterminations savannahhperkinss4.png<br />
Misterminations - unusual roommate - opening scene - 1.png<br />
Misterminations - unusual roommate - opening scene - 2.png<br />
Misterminations - unusual roommate - opening scene - 3.png<br />
Misterminations - unusual roommate - opening scene - 4.png<br />
Misterminations - savannahhperkinss - unusualroommates - a bad day.png<br />
Mister minations - savannahhperkinss - unusualroommates - a day interrupted.png<br />
Mister minations - ellen barkin - 2.png<br />
</gallery><br />
<br />
==Reference Material==<br />
<gallery><br />
Mister minations - stomach panel 1.png|abdominal panel, 10/10/2022<br />
Mister_minations_-_stomach_panel_2.png|abdominal panel, 10/16/2022<br />
Mister minations - cannister 1.gif|cannister fluid, 10/29/2022<br />
Mister minations - sparks 1.gif|sparks, 11/17/2022<br />
</gallery><br />
<br />
==Cringe and Bad Content==<br />
<gallery><br />
Misterminations - eva core 1.jpg|Cringe Text - Eva Core from "Mass Effect 3"<br />
Misterminations - Fernanda Ferrari 3.jpg|Fernanda Ferrari, model<br />
Misterminations - halle berry 1.jpg|Cringe Text - Halle Berry in "Catwoman"<br />
Misterminations - quimmah russo 1.jpg<br />
Misterminations - persia black-manip1.png<br />
Mister minations - perversions of science1.png|1/10/2021<br />
Mister Minations - brooke beretta-1.png<br />
Misterminations shibolena1.png<br />
</gallery><br />
<br /><br />
<br />
[[Gallery|&larr; Gallery]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Mister_minations&diff=174145Mister minations2023-11-27T05:08:00Z<p>Mister minations: /* Animated Manipulations */</p>
<hr />
<div>==Mister Minations Marvelous Mischief-Making Menagerie==<br />
<gallery><br />
Mister Minations - Juanita Baptiste 3.png<br />
Mister minations - juanita baptiste 4.png<br />
Mister Minations - Sienna Viklund 1.png<br />
</gallery><br />
<br />
==2D Art (Miscellaneous)==<br />
<gallery><br />
Misterminations - sorority malfunction 2.png|7/25/2020<br />
Misterminations - beach accident.png|8/12/2020<br />
Misterminations - jessabelle - rough draft 1.png|10/14/2020<br />
Mister Minations - katie michaels 1.png|ha ha train<br />
Misterminations - carolinajones2.png|3/5/21<br />
Mister minations - carolinajones3.png|1/12/22<br />
Mister minations - untitled sketch1.png|7/6/22<br />
</gallery><br />
<br />
==Animated Manipulations==<br />
<gallery><br />
Misterminations - cara mantella 1.gif|Cara Mantella, "Premature"<br />
Misterminations - sofiavergara 1.gif|Sofia Vergara, "Chasing Papi"<br />
Misterminations - megan fox 40.gif|Megan Fox, "This is 40"<br />
Mister Minations - Penelope Cruz1.gif|Penelope Cruz, "Zoolander 2"<br />
Mister minations - heather flanagan 1.gif|"Get wet and wild (safely) with Helen Flanagan's outrageously sexy pool rules - FHM (UK)"<br />
Misterminations - jessica nigri 2.gif<br />
Mister minations - nicki minaj 1a.gif<br />
Mister minations - betty gilpin 1.gif|Betty Gilpin, "Glow (2017)"<br />
Mister minations - amanda cerny 3.gif|20 things we must normalize <br />
Mister minations - maya hawke 1.gif|Maya Hawke, "Once Upon a Time in Hollywood"<br />
Mister minations - sofia ribeiro 1.gif|Sofia Ribeiro<br />
Mister_minations_-_marilyn_melo_1.gif<br />
Mister minations - chanel uzi1.gif<br />
Mister minations - summer glau 1.gif|The Initiation of Sarah<br />
Mister minations - mila azul 1.gif|It's Time to Relax<br />
Mister minations - cardi b - 1.gif|WAP<br />
Mister minations - kenya moore 1.gif|RHOA - s6<br />
Misterminations - porsha williams-1.gif<br />
Mister minations - angellove77 1.gif<br />
Misterminations - megan thee stallion 1a.gif|Megan Thee Stallion - Reading Festival<br />
</gallery><br />
<br />
==Photo Manipulations==<br />
<gallery><br />
Misterminations - carola savana-manip1.png|Carola Savana, Latex Model<br />
Misterminations - Fernanda Ferrari 2.jpg|Fernanda Ferrari, Model<br />
Misterminations - marie claude bourbonnais-manip1.png|Marie Claude Bourbonnais, cosplay<br />
Misterminations - milana vayntrub1.png|Milana Vayntrub, "Lily" from AT&T<br />
Misterminations - tsubaki-sannomiya manip1.png<br />
Misterminations - teresa may-manip2.png<br />
Mister Minations - liu taiyang 1.png|Liu Taiyang from TikTok<br />
Misterminations - julie-silver 1.png<br />
Mister Minations - Veronica-Zemanova 1.png<br />
Mister Minations - Veronica-Zemanova 2.png<br />
Mister Minations - Marie Claude Bourbonnais 2.png<br />
Mister Minations - carli banks1.png<br />
Misterminations - DariaBorkhert 7.png<br />
Mister Minations - skylar-vox 1.png<br />
Mister Minations - skylar-snow 1.png<br />
misterminations_savannahhperkinss2.png<br />
misterminations_savannahhperkinss-5.png<br />
Misterminations - cristy ren - 1.png<br />
Misterminations - salma hayek 1.png<br />
Mister Minations - bianca beauchamp 1.png<br />
Misterminations - patty-michova 1.png<br />
Mister Minations - xena-kai 1.png<br />
Mister Minations - xena-kai 2.png<br />
Mistminations - gianna michaels-blank1.png<br />
Mistminations - gianna michaels-blank4.png<br />
Mistminations - gianna michaels-blank3.png<br />
Mistminations - gianna michaels-blank2.png<br />
Mistminations - gianna michaels-blank5.png<br />
Misterminations StaceyPoole 1a 01.png<br />
Misterminations StaceyPoole 1a 02.png<br />
Misterminations StaceyPoole 1a 03.png<br />
Misterminations StaceyPoole 1a 04.png<br />
Misterminations StaceyPoole 1a 05.png<br />
Misterminations StaceyPoole 1a 06.png<br />
Misterminations StaceyPoole 1a 07.png<br />
Misterminations savannahhperkinss1.png<br />
Savannahhperkinss3.png<br />
Misterminations savannahhperkinss4.png<br />
Misterminations - unusual roommate - opening scene - 1.png<br />
Misterminations - unusual roommate - opening scene - 2.png<br />
Misterminations - unusual roommate - opening scene - 3.png<br />
Misterminations - unusual roommate - opening scene - 4.png<br />
Misterminations - savannahhperkinss - unusualroommates - a bad day.png<br />
Mister minations - savannahhperkinss - unusualroommates - a day interrupted.png<br />
Mister minations-alanah rae-unusual contritions 1.png<br />
Mister minations-alanah rae-unusual contritions 2.png<br />
Mister minations-alanah rae-unusual contritions 3.png<br />
Mister minations-alanah rae-unusual contritions 4.png<br />
Mister minations-alanah rae-unusual contritions 5.png<br />
Mister minations-alanah rae-unusual contritions 6.png<br />
Mister minations-alanah rae-unusual contritions 7.png<br />
Mister minations-alanah rae-unusual contritions 8.png<br />
Mister minations-jenna presley-unusual personal questions 1.png<br />
Mister minations-jenna presley-unusual personal questions 2.png<br />
Mister minations-jenna presley-unusual personal questions 3.png<br />
Mister minations-jenna presley-unusual personal questions 4.png<br />
Mister minations-jenna presley-unusual personal questions 5.png<br />
Mister minations-jenna presley-unusual personal questions 6.png<br />
Mister minations-jenna presley-unusual personal questions 7.png<br />
Mister minations - ellen barkin - 2.png<br />
</gallery><br />
<br />
==Reference Material==<br />
<gallery><br />
Mister minations - stomach panel 1.png|abdominal panel, 10/10/2022<br />
Mister_minations_-_stomach_panel_2.png|abdominal panel, 10/16/2022<br />
Mister minations - cannister 1.gif|cannister fluid, 10/29/2022<br />
Mister minations - sparks 1.gif|sparks, 11/17/2022<br />
</gallery><br />
<br />
==Cringe and Bad Content==<br />
<gallery><br />
Misterminations - eva core 1.jpg|Cringe Text - Eva Core from "Mass Effect 3"<br />
Misterminations - Fernanda Ferrari 3.jpg|Fernanda Ferrari, model<br />
Misterminations - halle berry 1.jpg|Cringe Text - Halle Berry in "Catwoman"<br />
Misterminations - quimmah russo 1.jpg<br />
Misterminations - persia black-manip1.png<br />
Mister minations - perversions of science1.png|1/10/2021<br />
Mister Minations - brooke beretta-1.png<br />
Misterminations shibolena1.png<br />
</gallery><br />
<br /><br />
<br />
[[Gallery|&larr; Gallery]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Mister_minations&diff=174144Mister minations2023-11-27T05:07:26Z<p>Mister minations: /* Animated Manipulations */</p>
<hr />
<div>==Mister Minations Marvelous Mischief-Making Menagerie==<br />
<gallery><br />
Mister Minations - Juanita Baptiste 3.png<br />
Mister minations - juanita baptiste 4.png<br />
Mister Minations - Sienna Viklund 1.png<br />
</gallery><br />
<br />
==2D Art (Miscellaneous)==<br />
<gallery><br />
Misterminations - sorority malfunction 2.png|7/25/2020<br />
Misterminations - beach accident.png|8/12/2020<br />
Misterminations - jessabelle - rough draft 1.png|10/14/2020<br />
Mister Minations - katie michaels 1.png|ha ha train<br />
Misterminations - carolinajones2.png|3/5/21<br />
Mister minations - carolinajones3.png|1/12/22<br />
Mister minations - untitled sketch1.png|7/6/22<br />
</gallery><br />
<br />
==Animated Manipulations==<br />
<gallery><br />
Misterminations - cara mantella 1.gif|Cara Mantella, "Premature"<br />
Misterminations - sofiavergara 1.gif|Sofia Vergara, "Chasing Papi"<br />
Misterminations - megan fox 40.gif|Megan Fox, "This is 40"<br />
Mister Minations - Penelope Cruz1.gif|Penelope Cruz, "Zoolander 2"<br />
Mister minations - heather flanagan 1.gif|"Get wet and wild (safely) with Helen Flanagan's outrageously sexy pool rules - FHM (UK)"<br />
Misterminations - jessica nigri 2.gif<br />
Mister minations - nicki minaj 1a.gif<br />
Mister minations - betty gilpin 1.gif|Betty Gilpin, "Glow (2017)"<br />
Mister minations - amanda cerny 3.gif|20 things we must normalize <br />
Mister minations - maya hawke 1.gif|Maya Hawke, "Once Upon a Time in Hollywood"<br />
Mister minations - sofia ribeiro 1.gif|Sofia Ribeiro<br />
Mister_minations_-_marilyn_melo_1.gif<br />
Mister minations - chanel uzi1.gif<br />
Mister minations - summer glau 1.gif|The Initiation of Sarah<br />
Mister minations - mila azul 1.gif|It's Time to Relax<br />
Mister minations - cardi b - 1.gif|WAP<br />
Mister minations - kenya moore 1.gif|RHOA - s6<br />
Misterminations lynda-carter1.gif<br />
Mister minations - DO NOT USE 1.gif<br />
Mister minations - DO NOT USE 2.gif<br />
Misterminations - porsha williams-1.gif<br />
Mister minations - angellove77 1.gif<br />
Misterminations - megan thee stallion 1a.gif|Megan Thee Stallion - Reading Festival<br />
</gallery><br />
<br />
==Photo Manipulations==<br />
<gallery><br />
Misterminations - carola savana-manip1.png|Carola Savana, Latex Model<br />
Misterminations - Fernanda Ferrari 2.jpg|Fernanda Ferrari, Model<br />
Misterminations - marie claude bourbonnais-manip1.png|Marie Claude Bourbonnais, cosplay<br />
Misterminations - milana vayntrub1.png|Milana Vayntrub, "Lily" from AT&T<br />
Misterminations - tsubaki-sannomiya manip1.png<br />
Misterminations - teresa may-manip2.png<br />
Mister Minations - liu taiyang 1.png|Liu Taiyang from TikTok<br />
Misterminations - julie-silver 1.png<br />
Mister Minations - Veronica-Zemanova 1.png<br />
Mister Minations - Veronica-Zemanova 2.png<br />
Mister Minations - Marie Claude Bourbonnais 2.png<br />
Mister Minations - carli banks1.png<br />
Misterminations - DariaBorkhert 7.png<br />
Mister Minations - skylar-vox 1.png<br />
Mister Minations - skylar-snow 1.png<br />
misterminations_savannahhperkinss2.png<br />
misterminations_savannahhperkinss-5.png<br />
Misterminations - cristy ren - 1.png<br />
Misterminations - salma hayek 1.png<br />
Mister Minations - bianca beauchamp 1.png<br />
Misterminations - patty-michova 1.png<br />
Mister Minations - xena-kai 1.png<br />
Mister Minations - xena-kai 2.png<br />
Mistminations - gianna michaels-blank1.png<br />
Mistminations - gianna michaels-blank4.png<br />
Mistminations - gianna michaels-blank3.png<br />
Mistminations - gianna michaels-blank2.png<br />
Mistminations - gianna michaels-blank5.png<br />
Misterminations StaceyPoole 1a 01.png<br />
Misterminations StaceyPoole 1a 02.png<br />
Misterminations StaceyPoole 1a 03.png<br />
Misterminations StaceyPoole 1a 04.png<br />
Misterminations StaceyPoole 1a 05.png<br />
Misterminations StaceyPoole 1a 06.png<br />
Misterminations StaceyPoole 1a 07.png<br />
Misterminations savannahhperkinss1.png<br />
Savannahhperkinss3.png<br />
Misterminations savannahhperkinss4.png<br />
Misterminations - unusual roommate - opening scene - 1.png<br />
Misterminations - unusual roommate - opening scene - 2.png<br />
Misterminations - unusual roommate - opening scene - 3.png<br />
Misterminations - unusual roommate - opening scene - 4.png<br />
Misterminations - savannahhperkinss - unusualroommates - a bad day.png<br />
Mister minations - savannahhperkinss - unusualroommates - a day interrupted.png<br />
Mister minations-alanah rae-unusual contritions 1.png<br />
Mister minations-alanah rae-unusual contritions 2.png<br />
Mister minations-alanah rae-unusual contritions 3.png<br />
Mister minations-alanah rae-unusual contritions 4.png<br />
Mister minations-alanah rae-unusual contritions 5.png<br />
Mister minations-alanah rae-unusual contritions 6.png<br />
Mister minations-alanah rae-unusual contritions 7.png<br />
Mister minations-alanah rae-unusual contritions 8.png<br />
Mister minations-jenna presley-unusual personal questions 1.png<br />
Mister minations-jenna presley-unusual personal questions 2.png<br />
Mister minations-jenna presley-unusual personal questions 3.png<br />
Mister minations-jenna presley-unusual personal questions 4.png<br />
Mister minations-jenna presley-unusual personal questions 5.png<br />
Mister minations-jenna presley-unusual personal questions 6.png<br />
Mister minations-jenna presley-unusual personal questions 7.png<br />
Mister minations - ellen barkin - 2.png<br />
</gallery><br />
<br />
==Reference Material==<br />
<gallery><br />
Mister minations - stomach panel 1.png|abdominal panel, 10/10/2022<br />
Mister_minations_-_stomach_panel_2.png|abdominal panel, 10/16/2022<br />
Mister minations - cannister 1.gif|cannister fluid, 10/29/2022<br />
Mister minations - sparks 1.gif|sparks, 11/17/2022<br />
</gallery><br />
<br />
==Cringe and Bad Content==<br />
<gallery><br />
Misterminations - eva core 1.jpg|Cringe Text - Eva Core from "Mass Effect 3"<br />
Misterminations - Fernanda Ferrari 3.jpg|Fernanda Ferrari, model<br />
Misterminations - halle berry 1.jpg|Cringe Text - Halle Berry in "Catwoman"<br />
Misterminations - quimmah russo 1.jpg<br />
Misterminations - persia black-manip1.png<br />
Mister minations - perversions of science1.png|1/10/2021<br />
Mister Minations - brooke beretta-1.png<br />
Misterminations shibolena1.png<br />
</gallery><br />
<br /><br />
<br />
[[Gallery|&larr; Gallery]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=File:Misterminations_-_megan_thee_stallion_1a.gif&diff=174143File:Misterminations - megan thee stallion 1a.gif2023-11-27T05:04:53Z<p>Mister minations: Mister minations uploaded a new version of File:Misterminations - megan thee stallion 1a.gif</p>
<hr />
<div>=={{int:filedesc}}==<br />
{{Information<br />
|description={{en|1=Megan Thee Stallion - Reading Festival}}<br />
|date=2023-11-26<br />
|source={{own}}<br />
|author=[[User:Mister minations|Mister minations]]<br />
|permission=<br />
|other versions=<br />
}}<br />
<br />
=={{int:license-header}}==<br />
{{self|cc-by-sa-4.0}}<br />
<br />
[[Category:Animated]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=File:Misterminations_-_megan_thee_stallion_1a.gif&diff=174142File:Misterminations - megan thee stallion 1a.gif2023-11-27T05:03:50Z<p>Mister minations: Uploaded own work with UploadWizard</p>
<hr />
<div>=={{int:filedesc}}==<br />
{{Information<br />
|description={{en|1=Megan Thee Stallion - Reading Festival}}<br />
|date=2023-11-26<br />
|source={{own}}<br />
|author=[[User:Mister minations|Mister minations]]<br />
|permission=<br />
|other versions=<br />
}}<br />
<br />
=={{int:license-header}}==<br />
{{self|cc-by-sa-4.0}}<br />
<br />
[[Category:Animated]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=File:Misterminations_-_unfinished_7.png&diff=174068File:Misterminations - unfinished 7.png2023-11-17T06:02:45Z<p>Mister minations: Mister minations uploaded a new version of File:Misterminations - unfinished 7.png</p>
<hr />
<div>=={{int:filedesc}}==<br />
{{Information<br />
|description={{en|1=Black and white rendition of image}}<br />
|date=2023-11-15<br />
|source={{own}}<br />
|author=[[User:Mister minations|Mister minations]]<br />
|permission=<br />
|other versions=<br />
}}<br />
<br />
=={{int:license-header}}==<br />
{{self|cc-by-sa-4.0}}<br />
<br />
[[Category:2D art]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=File:Misterminations_-_unfinished_7.png&diff=174056File:Misterminations - unfinished 7.png2023-11-16T05:47:00Z<p>Mister minations: Uploaded own work with UploadWizard</p>
<hr />
<div>=={{int:filedesc}}==<br />
{{Information<br />
|description={{en|1=Black and white rendition of image}}<br />
|date=2023-11-15<br />
|source={{own}}<br />
|author=[[User:Mister minations|Mister minations]]<br />
|permission=<br />
|other versions=<br />
}}<br />
<br />
=={{int:license-header}}==<br />
{{self|cc-by-sa-4.0}}<br />
<br />
[[Category:2D art]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Mister_minations&diff=170367Mister minations2023-04-02T21:45:28Z<p>Mister minations: /* Photo Manipulations */</p>
<hr />
<div>==Mister Minations Marvelous Mischief-Making Menagerie==<br />
<gallery><br />
Mister Minations - Juanita Baptiste 3.png<br />
Mister minations - juanita baptiste 4.png<br />
Mister Minations - Sienna Viklund 1.png<br />
</gallery><br />
<br />
==2D Art (Miscellaneous)==<br />
<gallery><br />
Misterminations - sorority malfunction 2.png|7/25/2020<br />
Misterminations - beach accident.png|8/12/2020<br />
Misterminations - jessabelle - rough draft 1.png|10/14/2020<br />
Mister Minations - katie michaels 1.png|ha ha train<br />
Misterminations - carolinajones2.png|3/5/21<br />
Mister minations - carolinajones3.png|1/12/22<br />
Mister minations - untitled sketch1.png|7/6/22<br />
</gallery><br />
<br />
==Animated Manipulations==<br />
<gallery><br />
Misterminations - cara mantella 1.gif|Cara Mantella, "Premature"<br />
Misterminations - sofiavergara 1.gif|Sofia Vergara, "Chasing Papi"<br />
Misterminations - megan fox 40.gif|Megan Fox, "This is 40"<br />
Mister Minations - Penelope Cruz1.gif|Penelope Cruz, "Zoolander 2"<br />
Mister minations - heather flanagan 1.gif|"Get wet and wild (safely) with Helen Flanagan's outrageously sexy pool rules - FHM (UK)"<br />
Misterminations - jessica nigri 2.gif<br />
Mister minations - nicki minaj 1a.gif<br />
Mister minations - betty gilpin 1.gif|Betty Gilpin, "Glow (2017)"<br />
Mister minations - amanda cerny 3.gif|20 things we must normalize <br />
Mister minations - maya hawke 1.gif|Maya Hawke, "Once Upon a Time in Hollywood"<br />
Mister minations - sofia ribeiro 1.gif|Sofia Ribeiro<br />
Mister_minations_-_marilyn_melo_1.gif<br />
Mister minations - chanel uzi1.gif<br />
Mister minations - summer glau 1.gif|The Initiation of Sarah<br />
Mister minations - mila azul 1.gif|It's Time to Relax<br />
Mister minations - cardi b - 1.gif|WAP<br />
Mister minations - kenya moore 1.gif|RHOA - s6<br />
</gallery><br />
<br />
==Photo Manipulations==<br />
<gallery><br />
Misterminations - carola savana-manip1.png|Carola Savana, Latex Model<br />
Misterminations - Fernanda Ferrari 2.jpg|Fernanda Ferrari, Model<br />
Misterminations - marie claude bourbonnais-manip1.png|Marie Claude Bourbonnais, cosplay<br />
Misterminations - milana vayntrub1.png|Milana Vayntrub, "Lily" from AT&T<br />
Misterminations - tsubaki-sannomiya manip1.png<br />
Misterminations - teresa may-manip2.png<br />
Mister Minations - liu taiyang 1.png|Liu Taiyang from TikTok<br />
Misterminations - julie-silver 1.png<br />
Mister Minations - Veronica-Zemanova 1.png<br />
Mister Minations - Veronica-Zemanova 2.png<br />
Mister Minations - Marie Claude Bourbonnais 2.png<br />
Mister Minations - carli banks1.png<br />
Misterminations - DariaBorkhert 7.png<br />
Mister Minations - skylar-vox 1.png<br />
Mister Minations - skylar-snow 1.png<br />
misterminations_savannahhperkinss2.png<br />
misterminations_savannahhperkinss-5.png<br />
Misterminations - cristy ren - 1.png<br />
Misterminations - salma hayek 1.png<br />
Mister Minations - bianca beauchamp 1.png<br />
</gallery><br />
<br />
==Reference Material==<br />
<gallery><br />
Mister minations - stomach panel 1.png|abdominal panel, 10/10/2022<br />
Mister_minations_-_stomach_panel_2.png|abdominal panel, 10/16/2022<br />
Mister minations - cannister 1.gif|cannister fluid, 10/29/2022<br />
Mister minations - sparks 1.gif|sparks, 11/17/2022<br />
</gallery><br />
<br />
==Cringe and Bad Content==<br />
<gallery><br />
Misterminations - eva core 1.jpg|Cringe Text - Eva Core from "Mass Effect 3"<br />
Misterminations - Fernanda Ferrari 3.jpg|Fernanda Ferrari, model<br />
Misterminations - halle berry 1.jpg|Cringe Text - Halle Berry in "Catwoman"<br />
Misterminations - quimmah russo 1.jpg<br />
Misterminations - persia black-manip1.png<br />
Mister minations - perversions of science1.png|1/10/2021<br />
Mister Minations - brooke beretta-1.png<br />
Misterminations shibolena1.png<br />
</gallery><br />
<br /><br />
<br />
[[Gallery|&larr; Gallery]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Mister_minations&diff=170366Mister minations2023-04-02T21:43:23Z<p>Mister minations: /* Animated Manipulations */</p>
<hr />
<div>==Mister Minations Marvelous Mischief-Making Menagerie==<br />
<gallery><br />
Mister Minations - Juanita Baptiste 3.png<br />
Mister minations - juanita baptiste 4.png<br />
Mister Minations - Sienna Viklund 1.png<br />
</gallery><br />
<br />
==2D Art (Miscellaneous)==<br />
<gallery><br />
Misterminations - sorority malfunction 2.png|7/25/2020<br />
Misterminations - beach accident.png|8/12/2020<br />
Misterminations - jessabelle - rough draft 1.png|10/14/2020<br />
Mister Minations - katie michaels 1.png|ha ha train<br />
Misterminations - carolinajones2.png|3/5/21<br />
Mister minations - carolinajones3.png|1/12/22<br />
Mister minations - untitled sketch1.png|7/6/22<br />
</gallery><br />
<br />
==Animated Manipulations==<br />
<gallery><br />
Misterminations - cara mantella 1.gif|Cara Mantella, "Premature"<br />
Misterminations - sofiavergara 1.gif|Sofia Vergara, "Chasing Papi"<br />
Misterminations - megan fox 40.gif|Megan Fox, "This is 40"<br />
Mister Minations - Penelope Cruz1.gif|Penelope Cruz, "Zoolander 2"<br />
Mister minations - heather flanagan 1.gif|"Get wet and wild (safely) with Helen Flanagan's outrageously sexy pool rules - FHM (UK)"<br />
Misterminations - jessica nigri 2.gif<br />
Mister minations - nicki minaj 1a.gif<br />
Mister minations - betty gilpin 1.gif|Betty Gilpin, "Glow (2017)"<br />
Mister minations - amanda cerny 3.gif|20 things we must normalize <br />
Mister minations - maya hawke 1.gif|Maya Hawke, "Once Upon a Time in Hollywood"<br />
Mister minations - sofia ribeiro 1.gif|Sofia Ribeiro<br />
Mister_minations_-_marilyn_melo_1.gif<br />
Mister minations - chanel uzi1.gif<br />
Mister minations - summer glau 1.gif|The Initiation of Sarah<br />
Mister minations - mila azul 1.gif|It's Time to Relax<br />
Mister minations - cardi b - 1.gif|WAP<br />
Mister minations - kenya moore 1.gif|RHOA - s6<br />
</gallery><br />
<br />
==Photo Manipulations==<br />
<gallery><br />
Misterminations - carola savana-manip1.png|Carola Savana, Latex Model<br />
Misterminations - Fernanda Ferrari 2.jpg|Fernanda Ferrari, Model<br />
Misterminations - marie claude bourbonnais-manip1.png|Marie Claude Bourbonnais, cosplay<br />
Misterminations - milana vayntrub1.png|Milana Vayntrub, "Lily" from AT&T<br />
Misterminations - patty-michova 1.png<br />
Misterminations - tsubaki-sannomiya manip1.png<br />
Misterminations - teresa may-manip2.png<br />
Mister Minations - liu taiyang 1.png|Liu Taiyang from TikTok<br />
Misterminations - julie-silver 1.png<br />
Mister Minations - Veronica-Zemanova 1.png<br />
Mister Minations - Veronica-Zemanova 2.png<br />
Mister Minations - Marie Claude Bourbonnais 2.png<br />
Mister Minations - carli banks1.png<br />
Misterminations - DariaBorkhert 7.png<br />
Mister Minations - skylar-vox 1.png<br />
Mister Minations - skylar-snow 1.png<br />
misterminations_savannahhperkinss1.png<br />
misterminations_savannahhperkinss2.png<br />
Savannahhperkinss3.png<br />
misterminations_savannahhperkinss-5.png<br />
Misterminations savannahhperkinss4.png<br />
Misterminations - cristy ren - 1.png<br />
Misterminations - salma hayek 1.png<br />
Mister Minations - bianca beauchamp 1.png<br />
</gallery><br />
<br />
==Reference Material==<br />
<gallery><br />
Mister minations - stomach panel 1.png|abdominal panel, 10/10/2022<br />
Mister_minations_-_stomach_panel_2.png|abdominal panel, 10/16/2022<br />
Mister minations - cannister 1.gif|cannister fluid, 10/29/2022<br />
Mister minations - sparks 1.gif|sparks, 11/17/2022<br />
</gallery><br />
<br />
==Cringe and Bad Content==<br />
<gallery><br />
Misterminations - eva core 1.jpg|Cringe Text - Eva Core from "Mass Effect 3"<br />
Misterminations - Fernanda Ferrari 3.jpg|Fernanda Ferrari, model<br />
Misterminations - halle berry 1.jpg|Cringe Text - Halle Berry in "Catwoman"<br />
Misterminations - quimmah russo 1.jpg<br />
Misterminations - persia black-manip1.png<br />
Mister minations - perversions of science1.png|1/10/2021<br />
Mister Minations - brooke beretta-1.png<br />
Misterminations shibolena1.png<br />
</gallery><br />
<br /><br />
<br />
[[Gallery|&larr; Gallery]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=File:Mister_minations_-_kenya_moore_1.gif&diff=170365File:Mister minations - kenya moore 1.gif2023-04-02T21:42:12Z<p>Mister minations: Uploaded own work with UploadWizard</p>
<hr />
<div>=={{int:filedesc}}==<br />
{{Information<br />
|description={{en|1=Real Housewives of Atlanta Reunion - season 6}}<br />
|date=2023-04-02<br />
|source={{own}}<br />
|author=[[User:Mister minations|Mister minations]]<br />
|permission=<br />
|other versions=<br />
}}<br />
<br />
=={{int:license-header}}==<br />
{{self|cc-by-sa-4.0}}<br />
<br />
[[Category:Animated]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=File:Misterminations_-_porsha_williams-1.gif&diff=169751File:Misterminations - porsha williams-1.gif2023-03-10T03:04:49Z<p>Mister minations: Uploaded own work with UploadWizard</p>
<hr />
<div>=={{int:filedesc}}==<br />
{{Information<br />
|description={{en|1=don't like, redo if find time}}<br />
|date=2023-03-09<br />
|source={{own}}<br />
|author=[[User:Mister minations|Mister minations]]<br />
|permission=<br />
|other versions=<br />
}}<br />
<br />
=={{int:license-header}}==<br />
{{self|cc-by-sa-4.0}}<br />
<br />
[[Category:Animated]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166975Animation Tutorial: Electric Sparks2022-11-21T04:44:42Z<p>Mister minations: /* Conclusion */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Organizing Frames in a GIMP==<br />
This section is not intended to teach a user how to draw and assumes that a user has a basic understanding of the GNU Image Manipulation Program. More experienced users should try setting up the guidelines and draw the frames themselves, and inexperienced users can use the above frame breakdown as a reference. Otherwise, this section is mostly a recommendation for organizing individual frames as layer groups. <br />
<br />
===Organizing the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
In addition to the frames, another layer group, named ''outline'', is used to store the boundaries and direction lines, and components are named as follow: <br />
* '''boundary:''' the thick white lines that encompass the space the spark is allowed to occupy <br />
* '''direction:''' the potential paths the trails are allowed to follow<br />
* '''stop_base:''' divides the base in regards to the frames they occupy <br />
* '''stop_trail:''' divides the trails in regards to the frames they occupy<br />
<br />
===Adding Glow Effects===<br />
# select either a base_''n'' or trail_''n'' layer<br />
# copy, paste, and anchor the layer <br />
# prepend "glow_" to the name of the new layer<br />
# find the ''color balance'' tool under ''Colors -> color balance''<br />
# under "select range to adjust", select "Highlights"<br />
# adjust colors until satisfactory (if the original layer was drawn in yellow, set RGB to (100, -100, -100), which represents more red, more magenta, and more yellow)<br />
# select ''gaussian blur'' under ''filters -> blur -> gaussian blur''<br />
# apply an appropriate level of blur <br />
## blurs start out minimal<br />
## base layer glows require less blur in comparison to trail blurs<br />
## trail glows become increasingly blurred as the animation progresses<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
Notes before starting: <br />
* "spark" refers to the animation of the electrical spark <br />
* "target" refers to the image on which the sparks are applied<br />
* "layer" and "frame" are used interchangeably <br />
<br />
Steps for Applying the Spark Effect:<br />
# Download the image<br />
# In GIMP, open the spark as layers<br />
# In the opened project, move every layer within the spark into a layer group (a given set of operations, such as movement and transformations, affect all layers within a layer group)<br />
# Download the target animation and open as layers within the same project '''(IMPORTANT: make sure that the .gif is not loaded into the spark layer group)'''<br />
# Within the target animation, determine some frame ''n'' from which the spark effect will start<br />
# Move the layer group containing the spark effect to a good starting position <br />
# For target frames ''n'' to ''n + m'', where ''n'' represents the starting frame and ''m'' represents the number of frames within the spark, perform the following steps: <br />
## For frame ''n'', identify the corresponding frame within the spark, which will be a number from 0 to ''m'' (for example, if starting at ''target_frame=5'', it'll correspond with ''spark_frame=0'', then ''target frame=6'' -> ''spark frame=1'', and so on such that ''target_frame=5+m'' corresponds with ''spark_frame=m''<br />
## Copy, paste in place (ctrl+alt+v), and anchor the corresponding spark frame from the layer group <br />
## Reorder the spark frame above the corresponding target frame<br />
## Merge the spark frame down to the target frame<br />
## Repeat for each frame in the spark animation<br />
# Delete layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
Of everything discussed so far, lighting is the only subject reliant solely on context and the user's intuition. As a whole, because sparks are a light source, they will brighten up objects within their immediate vicinity. However, the exact intensity and size of the light determines on the spark in question: <br />
* Bigger sparks illuminate more things <br />
* Brighter sparks illuminate more things further <br />
* Directly adjacent objects are lit brighter and for longer durations<br />
* The base produces more lights than the trails <br />
* Lighting effects start and end quickly <br />
<br />
To draw the lighting effect, perform the following actions: <br />
# Based on the given object, select an appropriate color (brighter than the initial color) <br />
# Using the brush tool, draw over the area intended to be lit <br />
## Brush opacity should not be 100% (closer to 25%)<br />
## If the light is just starting, only need to brush over a small area <br />
## If light is growing brighter, brush over first a larger area, then a smaller area within the larger area<br />
## If light is fading, only need to brush over a small area <br />
# Erase the brush output from areas that aren't the chosen object <br />
# Apply a gaussian blur to the results<br />
<br />
Again, lighting is based purely on the user's own preferences. If desired, lighting can be ignored entirely. As always, a poorly drawn effect is harder to ignore than an effect that isn't there at all.<br />
<br />
==Use Cases==<br />
Imagine, if you would, going to the bathroom. It's dark, so you turn on the light. Now, for the purposes of this thought exercise, the light switch suddenly immediates a stream of sparks. <br />
<br />
How you react to that scenario is indicative of when you should use sparks. <br />
<br />
Too many effects will look ridiculous. Effects used in inappropriate situations will look silly. As always, temperance is the key; never do more work than you have to.<br />
<br />
==Conclusion==<br />
If you made it this far, you either learned how to animate a spark or how to take an existing effect and put it on some animation. <br />
<br />
Go make something better than this image of Cardi B's humping the sofa and pretending to orgasm, I guess.<br />
<br />
[[File:Mister minations - cardi b - 2.gif|left|thumb]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166974Animation Tutorial: Electric Sparks2022-11-21T04:44:20Z<p>Mister minations: /* Conclusion */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Organizing Frames in a GIMP==<br />
This section is not intended to teach a user how to draw and assumes that a user has a basic understanding of the GNU Image Manipulation Program. More experienced users should try setting up the guidelines and draw the frames themselves, and inexperienced users can use the above frame breakdown as a reference. Otherwise, this section is mostly a recommendation for organizing individual frames as layer groups. <br />
<br />
===Organizing the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
In addition to the frames, another layer group, named ''outline'', is used to store the boundaries and direction lines, and components are named as follow: <br />
* '''boundary:''' the thick white lines that encompass the space the spark is allowed to occupy <br />
* '''direction:''' the potential paths the trails are allowed to follow<br />
* '''stop_base:''' divides the base in regards to the frames they occupy <br />
* '''stop_trail:''' divides the trails in regards to the frames they occupy<br />
<br />
===Adding Glow Effects===<br />
# select either a base_''n'' or trail_''n'' layer<br />
# copy, paste, and anchor the layer <br />
# prepend "glow_" to the name of the new layer<br />
# find the ''color balance'' tool under ''Colors -> color balance''<br />
# under "select range to adjust", select "Highlights"<br />
# adjust colors until satisfactory (if the original layer was drawn in yellow, set RGB to (100, -100, -100), which represents more red, more magenta, and more yellow)<br />
# select ''gaussian blur'' under ''filters -> blur -> gaussian blur''<br />
# apply an appropriate level of blur <br />
## blurs start out minimal<br />
## base layer glows require less blur in comparison to trail blurs<br />
## trail glows become increasingly blurred as the animation progresses<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
Notes before starting: <br />
* "spark" refers to the animation of the electrical spark <br />
* "target" refers to the image on which the sparks are applied<br />
* "layer" and "frame" are used interchangeably <br />
<br />
Steps for Applying the Spark Effect:<br />
# Download the image<br />
# In GIMP, open the spark as layers<br />
# In the opened project, move every layer within the spark into a layer group (a given set of operations, such as movement and transformations, affect all layers within a layer group)<br />
# Download the target animation and open as layers within the same project '''(IMPORTANT: make sure that the .gif is not loaded into the spark layer group)'''<br />
# Within the target animation, determine some frame ''n'' from which the spark effect will start<br />
# Move the layer group containing the spark effect to a good starting position <br />
# For target frames ''n'' to ''n + m'', where ''n'' represents the starting frame and ''m'' represents the number of frames within the spark, perform the following steps: <br />
## For frame ''n'', identify the corresponding frame within the spark, which will be a number from 0 to ''m'' (for example, if starting at ''target_frame=5'', it'll correspond with ''spark_frame=0'', then ''target frame=6'' -> ''spark frame=1'', and so on such that ''target_frame=5+m'' corresponds with ''spark_frame=m''<br />
## Copy, paste in place (ctrl+alt+v), and anchor the corresponding spark frame from the layer group <br />
## Reorder the spark frame above the corresponding target frame<br />
## Merge the spark frame down to the target frame<br />
## Repeat for each frame in the spark animation<br />
# Delete layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
Of everything discussed so far, lighting is the only subject reliant solely on context and the user's intuition. As a whole, because sparks are a light source, they will brighten up objects within their immediate vicinity. However, the exact intensity and size of the light determines on the spark in question: <br />
* Bigger sparks illuminate more things <br />
* Brighter sparks illuminate more things further <br />
* Directly adjacent objects are lit brighter and for longer durations<br />
* The base produces more lights than the trails <br />
* Lighting effects start and end quickly <br />
<br />
To draw the lighting effect, perform the following actions: <br />
# Based on the given object, select an appropriate color (brighter than the initial color) <br />
# Using the brush tool, draw over the area intended to be lit <br />
## Brush opacity should not be 100% (closer to 25%)<br />
## If the light is just starting, only need to brush over a small area <br />
## If light is growing brighter, brush over first a larger area, then a smaller area within the larger area<br />
## If light is fading, only need to brush over a small area <br />
# Erase the brush output from areas that aren't the chosen object <br />
# Apply a gaussian blur to the results<br />
<br />
Again, lighting is based purely on the user's own preferences. If desired, lighting can be ignored entirely. As always, a poorly drawn effect is harder to ignore than an effect that isn't there at all.<br />
<br />
==Use Cases==<br />
Imagine, if you would, going to the bathroom. It's dark, so you turn on the light. Now, for the purposes of this thought exercise, the light switch suddenly immediates a stream of sparks. <br />
<br />
How you react to that scenario is indicative of when you should use sparks. <br />
<br />
Too many effects will look ridiculous. Effects used in inappropriate situations will look silly. As always, temperance is the key; never do more work than you have to.<br />
<br />
==Conclusion==<br />
If you made it this far, you either learned how to animate a spark or how to take an existing effect and put it on some animation. <br />
<br />
Go make something better than this image of Cardi B's humping the sofa and pretending to a have an orgasm, I guess.<br />
<br />
[[File:Mister minations - cardi b - 2.gif|left|thumb]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166973Animation Tutorial: Electric Sparks2022-11-21T04:43:40Z<p>Mister minations: /* Conclusion */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Organizing Frames in a GIMP==<br />
This section is not intended to teach a user how to draw and assumes that a user has a basic understanding of the GNU Image Manipulation Program. More experienced users should try setting up the guidelines and draw the frames themselves, and inexperienced users can use the above frame breakdown as a reference. Otherwise, this section is mostly a recommendation for organizing individual frames as layer groups. <br />
<br />
===Organizing the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
In addition to the frames, another layer group, named ''outline'', is used to store the boundaries and direction lines, and components are named as follow: <br />
* '''boundary:''' the thick white lines that encompass the space the spark is allowed to occupy <br />
* '''direction:''' the potential paths the trails are allowed to follow<br />
* '''stop_base:''' divides the base in regards to the frames they occupy <br />
* '''stop_trail:''' divides the trails in regards to the frames they occupy<br />
<br />
===Adding Glow Effects===<br />
# select either a base_''n'' or trail_''n'' layer<br />
# copy, paste, and anchor the layer <br />
# prepend "glow_" to the name of the new layer<br />
# find the ''color balance'' tool under ''Colors -> color balance''<br />
# under "select range to adjust", select "Highlights"<br />
# adjust colors until satisfactory (if the original layer was drawn in yellow, set RGB to (100, -100, -100), which represents more red, more magenta, and more yellow)<br />
# select ''gaussian blur'' under ''filters -> blur -> gaussian blur''<br />
# apply an appropriate level of blur <br />
## blurs start out minimal<br />
## base layer glows require less blur in comparison to trail blurs<br />
## trail glows become increasingly blurred as the animation progresses<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
Notes before starting: <br />
* "spark" refers to the animation of the electrical spark <br />
* "target" refers to the image on which the sparks are applied<br />
* "layer" and "frame" are used interchangeably <br />
<br />
Steps for Applying the Spark Effect:<br />
# Download the image<br />
# In GIMP, open the spark as layers<br />
# In the opened project, move every layer within the spark into a layer group (a given set of operations, such as movement and transformations, affect all layers within a layer group)<br />
# Download the target animation and open as layers within the same project '''(IMPORTANT: make sure that the .gif is not loaded into the spark layer group)'''<br />
# Within the target animation, determine some frame ''n'' from which the spark effect will start<br />
# Move the layer group containing the spark effect to a good starting position <br />
# For target frames ''n'' to ''n + m'', where ''n'' represents the starting frame and ''m'' represents the number of frames within the spark, perform the following steps: <br />
## For frame ''n'', identify the corresponding frame within the spark, which will be a number from 0 to ''m'' (for example, if starting at ''target_frame=5'', it'll correspond with ''spark_frame=0'', then ''target frame=6'' -> ''spark frame=1'', and so on such that ''target_frame=5+m'' corresponds with ''spark_frame=m''<br />
## Copy, paste in place (ctrl+alt+v), and anchor the corresponding spark frame from the layer group <br />
## Reorder the spark frame above the corresponding target frame<br />
## Merge the spark frame down to the target frame<br />
## Repeat for each frame in the spark animation<br />
# Delete layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
Of everything discussed so far, lighting is the only subject reliant solely on context and the user's intuition. As a whole, because sparks are a light source, they will brighten up objects within their immediate vicinity. However, the exact intensity and size of the light determines on the spark in question: <br />
* Bigger sparks illuminate more things <br />
* Brighter sparks illuminate more things further <br />
* Directly adjacent objects are lit brighter and for longer durations<br />
* The base produces more lights than the trails <br />
* Lighting effects start and end quickly <br />
<br />
To draw the lighting effect, perform the following actions: <br />
# Based on the given object, select an appropriate color (brighter than the initial color) <br />
# Using the brush tool, draw over the area intended to be lit <br />
## Brush opacity should not be 100% (closer to 25%)<br />
## If the light is just starting, only need to brush over a small area <br />
## If light is growing brighter, brush over first a larger area, then a smaller area within the larger area<br />
## If light is fading, only need to brush over a small area <br />
# Erase the brush output from areas that aren't the chosen object <br />
# Apply a gaussian blur to the results<br />
<br />
Again, lighting is based purely on the user's own preferences. If desired, lighting can be ignored entirely. As always, a poorly drawn effect is harder to ignore than an effect that isn't there at all.<br />
<br />
==Use Cases==<br />
Imagine, if you would, going to the bathroom. It's dark, so you turn on the light. Now, for the purposes of this thought exercise, the light switch suddenly immediates a stream of sparks. <br />
<br />
How you react to that scenario is indicative of when you should use sparks. <br />
<br />
Too many effects will look ridiculous. Effects used in inappropriate situations will look silly. As always, temperance is the key; never do more work than you have to.<br />
<br />
==Conclusion==<br />
If you made it this far, you either learned how to animate a spark or how to take an existing effect and put it on some animation. <br />
<br />
Go make something better than this image of Cardi B's humping the sofa and pretending to a have an orgasm, I guess.<br />
<br />
[[File:Mister minations - cardi b - 2.gif|thumb]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166972Animation Tutorial: Electric Sparks2022-11-21T04:43:21Z<p>Mister minations: /* Conclusion */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Organizing Frames in a GIMP==<br />
This section is not intended to teach a user how to draw and assumes that a user has a basic understanding of the GNU Image Manipulation Program. More experienced users should try setting up the guidelines and draw the frames themselves, and inexperienced users can use the above frame breakdown as a reference. Otherwise, this section is mostly a recommendation for organizing individual frames as layer groups. <br />
<br />
===Organizing the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
In addition to the frames, another layer group, named ''outline'', is used to store the boundaries and direction lines, and components are named as follow: <br />
* '''boundary:''' the thick white lines that encompass the space the spark is allowed to occupy <br />
* '''direction:''' the potential paths the trails are allowed to follow<br />
* '''stop_base:''' divides the base in regards to the frames they occupy <br />
* '''stop_trail:''' divides the trails in regards to the frames they occupy<br />
<br />
===Adding Glow Effects===<br />
# select either a base_''n'' or trail_''n'' layer<br />
# copy, paste, and anchor the layer <br />
# prepend "glow_" to the name of the new layer<br />
# find the ''color balance'' tool under ''Colors -> color balance''<br />
# under "select range to adjust", select "Highlights"<br />
# adjust colors until satisfactory (if the original layer was drawn in yellow, set RGB to (100, -100, -100), which represents more red, more magenta, and more yellow)<br />
# select ''gaussian blur'' under ''filters -> blur -> gaussian blur''<br />
# apply an appropriate level of blur <br />
## blurs start out minimal<br />
## base layer glows require less blur in comparison to trail blurs<br />
## trail glows become increasingly blurred as the animation progresses<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
Notes before starting: <br />
* "spark" refers to the animation of the electrical spark <br />
* "target" refers to the image on which the sparks are applied<br />
* "layer" and "frame" are used interchangeably <br />
<br />
Steps for Applying the Spark Effect:<br />
# Download the image<br />
# In GIMP, open the spark as layers<br />
# In the opened project, move every layer within the spark into a layer group (a given set of operations, such as movement and transformations, affect all layers within a layer group)<br />
# Download the target animation and open as layers within the same project '''(IMPORTANT: make sure that the .gif is not loaded into the spark layer group)'''<br />
# Within the target animation, determine some frame ''n'' from which the spark effect will start<br />
# Move the layer group containing the spark effect to a good starting position <br />
# For target frames ''n'' to ''n + m'', where ''n'' represents the starting frame and ''m'' represents the number of frames within the spark, perform the following steps: <br />
## For frame ''n'', identify the corresponding frame within the spark, which will be a number from 0 to ''m'' (for example, if starting at ''target_frame=5'', it'll correspond with ''spark_frame=0'', then ''target frame=6'' -> ''spark frame=1'', and so on such that ''target_frame=5+m'' corresponds with ''spark_frame=m''<br />
## Copy, paste in place (ctrl+alt+v), and anchor the corresponding spark frame from the layer group <br />
## Reorder the spark frame above the corresponding target frame<br />
## Merge the spark frame down to the target frame<br />
## Repeat for each frame in the spark animation<br />
# Delete layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
Of everything discussed so far, lighting is the only subject reliant solely on context and the user's intuition. As a whole, because sparks are a light source, they will brighten up objects within their immediate vicinity. However, the exact intensity and size of the light determines on the spark in question: <br />
* Bigger sparks illuminate more things <br />
* Brighter sparks illuminate more things further <br />
* Directly adjacent objects are lit brighter and for longer durations<br />
* The base produces more lights than the trails <br />
* Lighting effects start and end quickly <br />
<br />
To draw the lighting effect, perform the following actions: <br />
# Based on the given object, select an appropriate color (brighter than the initial color) <br />
# Using the brush tool, draw over the area intended to be lit <br />
## Brush opacity should not be 100% (closer to 25%)<br />
## If the light is just starting, only need to brush over a small area <br />
## If light is growing brighter, brush over first a larger area, then a smaller area within the larger area<br />
## If light is fading, only need to brush over a small area <br />
# Erase the brush output from areas that aren't the chosen object <br />
# Apply a gaussian blur to the results<br />
<br />
Again, lighting is based purely on the user's own preferences. If desired, lighting can be ignored entirely. As always, a poorly drawn effect is harder to ignore than an effect that isn't there at all.<br />
<br />
==Use Cases==<br />
Imagine, if you would, going to the bathroom. It's dark, so you turn on the light. Now, for the purposes of this thought exercise, the light switch suddenly immediates a stream of sparks. <br />
<br />
How you react to that scenario is indicative of when you should use sparks. <br />
<br />
Too many effects will look ridiculous. Effects used in inappropriate situations will look silly. As always, temperance is the key; never do more work than you have to.<br />
<br />
==Conclusion==<br />
[[File:Mister minations - cardi b - 2.gif|right|thumb]]<br />
If you made it this far, you either learned how to animate a spark or how to take an existing effect and put it on some animation. <br />
<br />
Go make something better than this image of Cardi B's humping the sofa and pretending to a have an orgasm, I guess.</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166971Animation Tutorial: Electric Sparks2022-11-21T04:42:23Z<p>Mister minations: /* Conclusion */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Organizing Frames in a GIMP==<br />
This section is not intended to teach a user how to draw and assumes that a user has a basic understanding of the GNU Image Manipulation Program. More experienced users should try setting up the guidelines and draw the frames themselves, and inexperienced users can use the above frame breakdown as a reference. Otherwise, this section is mostly a recommendation for organizing individual frames as layer groups. <br />
<br />
===Organizing the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
In addition to the frames, another layer group, named ''outline'', is used to store the boundaries and direction lines, and components are named as follow: <br />
* '''boundary:''' the thick white lines that encompass the space the spark is allowed to occupy <br />
* '''direction:''' the potential paths the trails are allowed to follow<br />
* '''stop_base:''' divides the base in regards to the frames they occupy <br />
* '''stop_trail:''' divides the trails in regards to the frames they occupy<br />
<br />
===Adding Glow Effects===<br />
# select either a base_''n'' or trail_''n'' layer<br />
# copy, paste, and anchor the layer <br />
# prepend "glow_" to the name of the new layer<br />
# find the ''color balance'' tool under ''Colors -> color balance''<br />
# under "select range to adjust", select "Highlights"<br />
# adjust colors until satisfactory (if the original layer was drawn in yellow, set RGB to (100, -100, -100), which represents more red, more magenta, and more yellow)<br />
# select ''gaussian blur'' under ''filters -> blur -> gaussian blur''<br />
# apply an appropriate level of blur <br />
## blurs start out minimal<br />
## base layer glows require less blur in comparison to trail blurs<br />
## trail glows become increasingly blurred as the animation progresses<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
Notes before starting: <br />
* "spark" refers to the animation of the electrical spark <br />
* "target" refers to the image on which the sparks are applied<br />
* "layer" and "frame" are used interchangeably <br />
<br />
Steps for Applying the Spark Effect:<br />
# Download the image<br />
# In GIMP, open the spark as layers<br />
# In the opened project, move every layer within the spark into a layer group (a given set of operations, such as movement and transformations, affect all layers within a layer group)<br />
# Download the target animation and open as layers within the same project '''(IMPORTANT: make sure that the .gif is not loaded into the spark layer group)'''<br />
# Within the target animation, determine some frame ''n'' from which the spark effect will start<br />
# Move the layer group containing the spark effect to a good starting position <br />
# For target frames ''n'' to ''n + m'', where ''n'' represents the starting frame and ''m'' represents the number of frames within the spark, perform the following steps: <br />
## For frame ''n'', identify the corresponding frame within the spark, which will be a number from 0 to ''m'' (for example, if starting at ''target_frame=5'', it'll correspond with ''spark_frame=0'', then ''target frame=6'' -> ''spark frame=1'', and so on such that ''target_frame=5+m'' corresponds with ''spark_frame=m''<br />
## Copy, paste in place (ctrl+alt+v), and anchor the corresponding spark frame from the layer group <br />
## Reorder the spark frame above the corresponding target frame<br />
## Merge the spark frame down to the target frame<br />
## Repeat for each frame in the spark animation<br />
# Delete layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
Of everything discussed so far, lighting is the only subject reliant solely on context and the user's intuition. As a whole, because sparks are a light source, they will brighten up objects within their immediate vicinity. However, the exact intensity and size of the light determines on the spark in question: <br />
* Bigger sparks illuminate more things <br />
* Brighter sparks illuminate more things further <br />
* Directly adjacent objects are lit brighter and for longer durations<br />
* The base produces more lights than the trails <br />
* Lighting effects start and end quickly <br />
<br />
To draw the lighting effect, perform the following actions: <br />
# Based on the given object, select an appropriate color (brighter than the initial color) <br />
# Using the brush tool, draw over the area intended to be lit <br />
## Brush opacity should not be 100% (closer to 25%)<br />
## If the light is just starting, only need to brush over a small area <br />
## If light is growing brighter, brush over first a larger area, then a smaller area within the larger area<br />
## If light is fading, only need to brush over a small area <br />
# Erase the brush output from areas that aren't the chosen object <br />
# Apply a gaussian blur to the results<br />
<br />
Again, lighting is based purely on the user's own preferences. If desired, lighting can be ignored entirely. As always, a poorly drawn effect is harder to ignore than an effect that isn't there at all.<br />
<br />
==Use Cases==<br />
Imagine, if you would, going to the bathroom. It's dark, so you turn on the light. Now, for the purposes of this thought exercise, the light switch suddenly immediates a stream of sparks. <br />
<br />
How you react to that scenario is indicative of when you should use sparks. <br />
<br />
Too many effects will look ridiculous. Effects used in inappropriate situations will look silly. As always, temperance is the key; never do more work than you have to.<br />
<br />
==Conclusion==<br />
[[File:Mister minations - cardi b - 2.gif|right|thumb]]<br />
If you made it this far, you either learned how to animate a spark or how to take an existing effect and put it on some animation. <br />
<br />
Go make something better than this image of Cardi B's humping the air and pretending to a have an orgasm, I guess.</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166970Animation Tutorial: Electric Sparks2022-11-21T04:41:51Z<p>Mister minations: /* Conclusion */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Organizing Frames in a GIMP==<br />
This section is not intended to teach a user how to draw and assumes that a user has a basic understanding of the GNU Image Manipulation Program. More experienced users should try setting up the guidelines and draw the frames themselves, and inexperienced users can use the above frame breakdown as a reference. Otherwise, this section is mostly a recommendation for organizing individual frames as layer groups. <br />
<br />
===Organizing the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
In addition to the frames, another layer group, named ''outline'', is used to store the boundaries and direction lines, and components are named as follow: <br />
* '''boundary:''' the thick white lines that encompass the space the spark is allowed to occupy <br />
* '''direction:''' the potential paths the trails are allowed to follow<br />
* '''stop_base:''' divides the base in regards to the frames they occupy <br />
* '''stop_trail:''' divides the trails in regards to the frames they occupy<br />
<br />
===Adding Glow Effects===<br />
# select either a base_''n'' or trail_''n'' layer<br />
# copy, paste, and anchor the layer <br />
# prepend "glow_" to the name of the new layer<br />
# find the ''color balance'' tool under ''Colors -> color balance''<br />
# under "select range to adjust", select "Highlights"<br />
# adjust colors until satisfactory (if the original layer was drawn in yellow, set RGB to (100, -100, -100), which represents more red, more magenta, and more yellow)<br />
# select ''gaussian blur'' under ''filters -> blur -> gaussian blur''<br />
# apply an appropriate level of blur <br />
## blurs start out minimal<br />
## base layer glows require less blur in comparison to trail blurs<br />
## trail glows become increasingly blurred as the animation progresses<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
Notes before starting: <br />
* "spark" refers to the animation of the electrical spark <br />
* "target" refers to the image on which the sparks are applied<br />
* "layer" and "frame" are used interchangeably <br />
<br />
Steps for Applying the Spark Effect:<br />
# Download the image<br />
# In GIMP, open the spark as layers<br />
# In the opened project, move every layer within the spark into a layer group (a given set of operations, such as movement and transformations, affect all layers within a layer group)<br />
# Download the target animation and open as layers within the same project '''(IMPORTANT: make sure that the .gif is not loaded into the spark layer group)'''<br />
# Within the target animation, determine some frame ''n'' from which the spark effect will start<br />
# Move the layer group containing the spark effect to a good starting position <br />
# For target frames ''n'' to ''n + m'', where ''n'' represents the starting frame and ''m'' represents the number of frames within the spark, perform the following steps: <br />
## For frame ''n'', identify the corresponding frame within the spark, which will be a number from 0 to ''m'' (for example, if starting at ''target_frame=5'', it'll correspond with ''spark_frame=0'', then ''target frame=6'' -> ''spark frame=1'', and so on such that ''target_frame=5+m'' corresponds with ''spark_frame=m''<br />
## Copy, paste in place (ctrl+alt+v), and anchor the corresponding spark frame from the layer group <br />
## Reorder the spark frame above the corresponding target frame<br />
## Merge the spark frame down to the target frame<br />
## Repeat for each frame in the spark animation<br />
# Delete layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
Of everything discussed so far, lighting is the only subject reliant solely on context and the user's intuition. As a whole, because sparks are a light source, they will brighten up objects within their immediate vicinity. However, the exact intensity and size of the light determines on the spark in question: <br />
* Bigger sparks illuminate more things <br />
* Brighter sparks illuminate more things further <br />
* Directly adjacent objects are lit brighter and for longer durations<br />
* The base produces more lights than the trails <br />
* Lighting effects start and end quickly <br />
<br />
To draw the lighting effect, perform the following actions: <br />
# Based on the given object, select an appropriate color (brighter than the initial color) <br />
# Using the brush tool, draw over the area intended to be lit <br />
## Brush opacity should not be 100% (closer to 25%)<br />
## If the light is just starting, only need to brush over a small area <br />
## If light is growing brighter, brush over first a larger area, then a smaller area within the larger area<br />
## If light is fading, only need to brush over a small area <br />
# Erase the brush output from areas that aren't the chosen object <br />
# Apply a gaussian blur to the results<br />
<br />
Again, lighting is based purely on the user's own preferences. If desired, lighting can be ignored entirely. As always, a poorly drawn effect is harder to ignore than an effect that isn't there at all.<br />
<br />
==Use Cases==<br />
Imagine, if you would, going to the bathroom. It's dark, so you turn on the light. Now, for the purposes of this thought exercise, the light switch suddenly immediates a stream of sparks. <br />
<br />
How you react to that scenario is indicative of when you should use sparks. <br />
<br />
Too many effects will look ridiculous. Effects used in inappropriate situations will look silly. As always, temperance is the key; never do more work than you have to.<br />
<br />
==Conclusion==<br />
[[File:Mister minations - cardi b - 2.gif|left|thumb]]<br />
If you made it this far, you either learned how to animate a spark or how to take an existing effect and put it on some animation. <br />
<br />
Go make something better than this image of Cardi B's humping the air and pretending to a have an orgasm, I guess.</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166969Animation Tutorial: Electric Sparks2022-11-21T04:38:27Z<p>Mister minations: /* Conclusion */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Organizing Frames in a GIMP==<br />
This section is not intended to teach a user how to draw and assumes that a user has a basic understanding of the GNU Image Manipulation Program. More experienced users should try setting up the guidelines and draw the frames themselves, and inexperienced users can use the above frame breakdown as a reference. Otherwise, this section is mostly a recommendation for organizing individual frames as layer groups. <br />
<br />
===Organizing the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
In addition to the frames, another layer group, named ''outline'', is used to store the boundaries and direction lines, and components are named as follow: <br />
* '''boundary:''' the thick white lines that encompass the space the spark is allowed to occupy <br />
* '''direction:''' the potential paths the trails are allowed to follow<br />
* '''stop_base:''' divides the base in regards to the frames they occupy <br />
* '''stop_trail:''' divides the trails in regards to the frames they occupy<br />
<br />
===Adding Glow Effects===<br />
# select either a base_''n'' or trail_''n'' layer<br />
# copy, paste, and anchor the layer <br />
# prepend "glow_" to the name of the new layer<br />
# find the ''color balance'' tool under ''Colors -> color balance''<br />
# under "select range to adjust", select "Highlights"<br />
# adjust colors until satisfactory (if the original layer was drawn in yellow, set RGB to (100, -100, -100), which represents more red, more magenta, and more yellow)<br />
# select ''gaussian blur'' under ''filters -> blur -> gaussian blur''<br />
# apply an appropriate level of blur <br />
## blurs start out minimal<br />
## base layer glows require less blur in comparison to trail blurs<br />
## trail glows become increasingly blurred as the animation progresses<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
Notes before starting: <br />
* "spark" refers to the animation of the electrical spark <br />
* "target" refers to the image on which the sparks are applied<br />
* "layer" and "frame" are used interchangeably <br />
<br />
Steps for Applying the Spark Effect:<br />
# Download the image<br />
# In GIMP, open the spark as layers<br />
# In the opened project, move every layer within the spark into a layer group (a given set of operations, such as movement and transformations, affect all layers within a layer group)<br />
# Download the target animation and open as layers within the same project '''(IMPORTANT: make sure that the .gif is not loaded into the spark layer group)'''<br />
# Within the target animation, determine some frame ''n'' from which the spark effect will start<br />
# Move the layer group containing the spark effect to a good starting position <br />
# For target frames ''n'' to ''n + m'', where ''n'' represents the starting frame and ''m'' represents the number of frames within the spark, perform the following steps: <br />
## For frame ''n'', identify the corresponding frame within the spark, which will be a number from 0 to ''m'' (for example, if starting at ''target_frame=5'', it'll correspond with ''spark_frame=0'', then ''target frame=6'' -> ''spark frame=1'', and so on such that ''target_frame=5+m'' corresponds with ''spark_frame=m''<br />
## Copy, paste in place (ctrl+alt+v), and anchor the corresponding spark frame from the layer group <br />
## Reorder the spark frame above the corresponding target frame<br />
## Merge the spark frame down to the target frame<br />
## Repeat for each frame in the spark animation<br />
# Delete layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
Of everything discussed so far, lighting is the only subject reliant solely on context and the user's intuition. As a whole, because sparks are a light source, they will brighten up objects within their immediate vicinity. However, the exact intensity and size of the light determines on the spark in question: <br />
* Bigger sparks illuminate more things <br />
* Brighter sparks illuminate more things further <br />
* Directly adjacent objects are lit brighter and for longer durations<br />
* The base produces more lights than the trails <br />
* Lighting effects start and end quickly <br />
<br />
To draw the lighting effect, perform the following actions: <br />
# Based on the given object, select an appropriate color (brighter than the initial color) <br />
# Using the brush tool, draw over the area intended to be lit <br />
## Brush opacity should not be 100% (closer to 25%)<br />
## If the light is just starting, only need to brush over a small area <br />
## If light is growing brighter, brush over first a larger area, then a smaller area within the larger area<br />
## If light is fading, only need to brush over a small area <br />
# Erase the brush output from areas that aren't the chosen object <br />
# Apply a gaussian blur to the results<br />
<br />
Again, lighting is based purely on the user's own preferences. If desired, lighting can be ignored entirely. As always, a poorly drawn effect is harder to ignore than an effect that isn't there at all.<br />
<br />
==Use Cases==<br />
Imagine, if you would, going to the bathroom. It's dark, so you turn on the light. Now, for the purposes of this thought exercise, the light switch suddenly immediates a stream of sparks. <br />
<br />
How you react to that scenario is indicative of when you should use sparks. <br />
<br />
Too many effects will look ridiculous. Effects used in inappropriate situations will look silly. As always, temperance is the key; never do more work than you have to.<br />
<br />
==Conclusion==<br />
[[File:Mister minations - cardi b - 2.gif|left|thumb]]<br />
If you made it this far, you either learned how to animate a spark or how to take an existing spark and put it on some animation. <br />
<br />
Go make something better than this image of Cardi B's humping the air and pretending to a have an orgasm, I guess.</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166968Animation Tutorial: Electric Sparks2022-11-21T04:34:17Z<p>Mister minations: /* Use Cases */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Organizing Frames in a GIMP==<br />
This section is not intended to teach a user how to draw and assumes that a user has a basic understanding of the GNU Image Manipulation Program. More experienced users should try setting up the guidelines and draw the frames themselves, and inexperienced users can use the above frame breakdown as a reference. Otherwise, this section is mostly a recommendation for organizing individual frames as layer groups. <br />
<br />
===Organizing the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
In addition to the frames, another layer group, named ''outline'', is used to store the boundaries and direction lines, and components are named as follow: <br />
* '''boundary:''' the thick white lines that encompass the space the spark is allowed to occupy <br />
* '''direction:''' the potential paths the trails are allowed to follow<br />
* '''stop_base:''' divides the base in regards to the frames they occupy <br />
* '''stop_trail:''' divides the trails in regards to the frames they occupy<br />
<br />
===Adding Glow Effects===<br />
# select either a base_''n'' or trail_''n'' layer<br />
# copy, paste, and anchor the layer <br />
# prepend "glow_" to the name of the new layer<br />
# find the ''color balance'' tool under ''Colors -> color balance''<br />
# under "select range to adjust", select "Highlights"<br />
# adjust colors until satisfactory (if the original layer was drawn in yellow, set RGB to (100, -100, -100), which represents more red, more magenta, and more yellow)<br />
# select ''gaussian blur'' under ''filters -> blur -> gaussian blur''<br />
# apply an appropriate level of blur <br />
## blurs start out minimal<br />
## base layer glows require less blur in comparison to trail blurs<br />
## trail glows become increasingly blurred as the animation progresses<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
Notes before starting: <br />
* "spark" refers to the animation of the electrical spark <br />
* "target" refers to the image on which the sparks are applied<br />
* "layer" and "frame" are used interchangeably <br />
<br />
Steps for Applying the Spark Effect:<br />
# Download the image<br />
# In GIMP, open the spark as layers<br />
# In the opened project, move every layer within the spark into a layer group (a given set of operations, such as movement and transformations, affect all layers within a layer group)<br />
# Download the target animation and open as layers within the same project '''(IMPORTANT: make sure that the .gif is not loaded into the spark layer group)'''<br />
# Within the target animation, determine some frame ''n'' from which the spark effect will start<br />
# Move the layer group containing the spark effect to a good starting position <br />
# For target frames ''n'' to ''n + m'', where ''n'' represents the starting frame and ''m'' represents the number of frames within the spark, perform the following steps: <br />
## For frame ''n'', identify the corresponding frame within the spark, which will be a number from 0 to ''m'' (for example, if starting at ''target_frame=5'', it'll correspond with ''spark_frame=0'', then ''target frame=6'' -> ''spark frame=1'', and so on such that ''target_frame=5+m'' corresponds with ''spark_frame=m''<br />
## Copy, paste in place (ctrl+alt+v), and anchor the corresponding spark frame from the layer group <br />
## Reorder the spark frame above the corresponding target frame<br />
## Merge the spark frame down to the target frame<br />
## Repeat for each frame in the spark animation<br />
# Delete layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
Of everything discussed so far, lighting is the only subject reliant solely on context and the user's intuition. As a whole, because sparks are a light source, they will brighten up objects within their immediate vicinity. However, the exact intensity and size of the light determines on the spark in question: <br />
* Bigger sparks illuminate more things <br />
* Brighter sparks illuminate more things further <br />
* Directly adjacent objects are lit brighter and for longer durations<br />
* The base produces more lights than the trails <br />
* Lighting effects start and end quickly <br />
<br />
To draw the lighting effect, perform the following actions: <br />
# Based on the given object, select an appropriate color (brighter than the initial color) <br />
# Using the brush tool, draw over the area intended to be lit <br />
## Brush opacity should not be 100% (closer to 25%)<br />
## If the light is just starting, only need to brush over a small area <br />
## If light is growing brighter, brush over first a larger area, then a smaller area within the larger area<br />
## If light is fading, only need to brush over a small area <br />
# Erase the brush output from areas that aren't the chosen object <br />
# Apply a gaussian blur to the results<br />
<br />
Again, lighting is based purely on the user's own preferences. If desired, lighting can be ignored entirely. As always, a poorly drawn effect is harder to ignore than an effect that isn't there at all.<br />
<br />
==Use Cases==<br />
Imagine, if you would, going to the bathroom. It's dark, so you turn on the light. Now, for the purposes of this thought exercise, the light switch suddenly immediates a stream of sparks. <br />
<br />
How you react to that scenario is indicative of when you should use sparks. <br />
<br />
Too many effects will look ridiculous. Effects used in inappropriate situations will look silly. As always, temperance is the key; never do more work than you have to.<br />
<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166967Animation Tutorial: Electric Sparks2022-11-21T04:26:40Z<p>Mister minations: /* Lighting */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Organizing Frames in a GIMP==<br />
This section is not intended to teach a user how to draw and assumes that a user has a basic understanding of the GNU Image Manipulation Program. More experienced users should try setting up the guidelines and draw the frames themselves, and inexperienced users can use the above frame breakdown as a reference. Otherwise, this section is mostly a recommendation for organizing individual frames as layer groups. <br />
<br />
===Organizing the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
In addition to the frames, another layer group, named ''outline'', is used to store the boundaries and direction lines, and components are named as follow: <br />
* '''boundary:''' the thick white lines that encompass the space the spark is allowed to occupy <br />
* '''direction:''' the potential paths the trails are allowed to follow<br />
* '''stop_base:''' divides the base in regards to the frames they occupy <br />
* '''stop_trail:''' divides the trails in regards to the frames they occupy<br />
<br />
===Adding Glow Effects===<br />
# select either a base_''n'' or trail_''n'' layer<br />
# copy, paste, and anchor the layer <br />
# prepend "glow_" to the name of the new layer<br />
# find the ''color balance'' tool under ''Colors -> color balance''<br />
# under "select range to adjust", select "Highlights"<br />
# adjust colors until satisfactory (if the original layer was drawn in yellow, set RGB to (100, -100, -100), which represents more red, more magenta, and more yellow)<br />
# select ''gaussian blur'' under ''filters -> blur -> gaussian blur''<br />
# apply an appropriate level of blur <br />
## blurs start out minimal<br />
## base layer glows require less blur in comparison to trail blurs<br />
## trail glows become increasingly blurred as the animation progresses<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
Notes before starting: <br />
* "spark" refers to the animation of the electrical spark <br />
* "target" refers to the image on which the sparks are applied<br />
* "layer" and "frame" are used interchangeably <br />
<br />
Steps for Applying the Spark Effect:<br />
# Download the image<br />
# In GIMP, open the spark as layers<br />
# In the opened project, move every layer within the spark into a layer group (a given set of operations, such as movement and transformations, affect all layers within a layer group)<br />
# Download the target animation and open as layers within the same project '''(IMPORTANT: make sure that the .gif is not loaded into the spark layer group)'''<br />
# Within the target animation, determine some frame ''n'' from which the spark effect will start<br />
# Move the layer group containing the spark effect to a good starting position <br />
# For target frames ''n'' to ''n + m'', where ''n'' represents the starting frame and ''m'' represents the number of frames within the spark, perform the following steps: <br />
## For frame ''n'', identify the corresponding frame within the spark, which will be a number from 0 to ''m'' (for example, if starting at ''target_frame=5'', it'll correspond with ''spark_frame=0'', then ''target frame=6'' -> ''spark frame=1'', and so on such that ''target_frame=5+m'' corresponds with ''spark_frame=m''<br />
## Copy, paste in place (ctrl+alt+v), and anchor the corresponding spark frame from the layer group <br />
## Reorder the spark frame above the corresponding target frame<br />
## Merge the spark frame down to the target frame<br />
## Repeat for each frame in the spark animation<br />
# Delete layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
Of everything discussed so far, lighting is the only subject reliant solely on context and the user's intuition. As a whole, because sparks are a light source, they will brighten up objects within their immediate vicinity. However, the exact intensity and size of the light determines on the spark in question: <br />
* Bigger sparks illuminate more things <br />
* Brighter sparks illuminate more things further <br />
* Directly adjacent objects are lit brighter and for longer durations<br />
* The base produces more lights than the trails <br />
* Lighting effects start and end quickly <br />
<br />
To draw the lighting effect, perform the following actions: <br />
# Based on the given object, select an appropriate color (brighter than the initial color) <br />
# Using the brush tool, draw over the area intended to be lit <br />
## Brush opacity should not be 100% (closer to 25%)<br />
## If the light is just starting, only need to brush over a small area <br />
## If light is growing brighter, brush over first a larger area, then a smaller area within the larger area<br />
## If light is fading, only need to brush over a small area <br />
# Erase the brush output from areas that aren't the chosen object <br />
# Apply a gaussian blur to the results<br />
<br />
Again, lighting is based purely on the user's own preferences. If desired, lighting can be ignored entirely. As always, a poorly drawn effect is harder to ignore than an effect that isn't there at all.<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166966Animation Tutorial: Electric Sparks2022-11-21T04:18:03Z<p>Mister minations: /* Adding Effect to an Existing .gif, Frame by Frame */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Organizing Frames in a GIMP==<br />
This section is not intended to teach a user how to draw and assumes that a user has a basic understanding of the GNU Image Manipulation Program. More experienced users should try setting up the guidelines and draw the frames themselves, and inexperienced users can use the above frame breakdown as a reference. Otherwise, this section is mostly a recommendation for organizing individual frames as layer groups. <br />
<br />
===Organizing the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
In addition to the frames, another layer group, named ''outline'', is used to store the boundaries and direction lines, and components are named as follow: <br />
* '''boundary:''' the thick white lines that encompass the space the spark is allowed to occupy <br />
* '''direction:''' the potential paths the trails are allowed to follow<br />
* '''stop_base:''' divides the base in regards to the frames they occupy <br />
* '''stop_trail:''' divides the trails in regards to the frames they occupy<br />
<br />
===Adding Glow Effects===<br />
# select either a base_''n'' or trail_''n'' layer<br />
# copy, paste, and anchor the layer <br />
# prepend "glow_" to the name of the new layer<br />
# find the ''color balance'' tool under ''Colors -> color balance''<br />
# under "select range to adjust", select "Highlights"<br />
# adjust colors until satisfactory (if the original layer was drawn in yellow, set RGB to (100, -100, -100), which represents more red, more magenta, and more yellow)<br />
# select ''gaussian blur'' under ''filters -> blur -> gaussian blur''<br />
# apply an appropriate level of blur <br />
## blurs start out minimal<br />
## base layer glows require less blur in comparison to trail blurs<br />
## trail glows become increasingly blurred as the animation progresses<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
Notes before starting: <br />
* "spark" refers to the animation of the electrical spark <br />
* "target" refers to the image on which the sparks are applied<br />
* "layer" and "frame" are used interchangeably <br />
<br />
Steps for Applying the Spark Effect:<br />
# Download the image<br />
# In GIMP, open the spark as layers<br />
# In the opened project, move every layer within the spark into a layer group (a given set of operations, such as movement and transformations, affect all layers within a layer group)<br />
# Download the target animation and open as layers within the same project '''(IMPORTANT: make sure that the .gif is not loaded into the spark layer group)'''<br />
# Within the target animation, determine some frame ''n'' from which the spark effect will start<br />
# Move the layer group containing the spark effect to a good starting position <br />
# For target frames ''n'' to ''n + m'', where ''n'' represents the starting frame and ''m'' represents the number of frames within the spark, perform the following steps: <br />
## For frame ''n'', identify the corresponding frame within the spark, which will be a number from 0 to ''m'' (for example, if starting at ''target_frame=5'', it'll correspond with ''spark_frame=0'', then ''target frame=6'' -> ''spark frame=1'', and so on such that ''target_frame=5+m'' corresponds with ''spark_frame=m''<br />
## Copy, paste in place (ctrl+alt+v), and anchor the corresponding spark frame from the layer group <br />
## Reorder the spark frame above the corresponding target frame<br />
## Merge the spark frame down to the target frame<br />
## Repeat for each frame in the spark animation<br />
# Delete layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166965Animation Tutorial: Electric Sparks2022-11-21T04:07:20Z<p>Mister minations: /* Adding Glow Effects */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Organizing Frames in a GIMP==<br />
This section is not intended to teach a user how to draw and assumes that a user has a basic understanding of the GNU Image Manipulation Program. More experienced users should try setting up the guidelines and draw the frames themselves, and inexperienced users can use the above frame breakdown as a reference. Otherwise, this section is mostly a recommendation for organizing individual frames as layer groups. <br />
<br />
===Organizing the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
In addition to the frames, another layer group, named ''outline'', is used to store the boundaries and direction lines, and components are named as follow: <br />
* '''boundary:''' the thick white lines that encompass the space the spark is allowed to occupy <br />
* '''direction:''' the potential paths the trails are allowed to follow<br />
* '''stop_base:''' divides the base in regards to the frames they occupy <br />
* '''stop_trail:''' divides the trails in regards to the frames they occupy<br />
<br />
===Adding Glow Effects===<br />
# select either a base_''n'' or trail_''n'' layer<br />
# copy, paste, and anchor the layer <br />
# prepend "glow_" to the name of the new layer<br />
# find the ''color balance'' tool under ''Colors -> color balance''<br />
# under "select range to adjust", select "Highlights"<br />
# adjust colors until satisfactory (if the original layer was drawn in yellow, set RGB to (100, -100, -100), which represents more red, more magenta, and more yellow)<br />
# select ''gaussian blur'' under ''filters -> blur -> gaussian blur''<br />
# apply an appropriate level of blur <br />
## blurs start out minimal<br />
## base layer glows require less blur in comparison to trail blurs<br />
## trail glows become increasingly blurred as the animation progresses<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166964Animation Tutorial: Electric Sparks2022-11-21T04:06:34Z<p>Mister minations: /* Organizing Frames in a GIMP */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Organizing Frames in a GIMP==<br />
This section is not intended to teach a user how to draw and assumes that a user has a basic understanding of the GNU Image Manipulation Program. More experienced users should try setting up the guidelines and draw the frames themselves, and inexperienced users can use the above frame breakdown as a reference. Otherwise, this section is mostly a recommendation for organizing individual frames as layer groups. <br />
<br />
===Organizing the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
In addition to the frames, another layer group, named ''outline'', is used to store the boundaries and direction lines, and components are named as follow: <br />
* '''boundary:''' the thick white lines that encompass the space the spark is allowed to occupy <br />
* '''direction:''' the potential paths the trails are allowed to follow<br />
* '''stop_base:''' divides the base in regards to the frames they occupy <br />
* '''stop_trail:''' divides the trails in regards to the frames they occupy<br />
<br />
===Adding Glow Effects===<br />
# select either a base_''n'' or trail_''n'' layer<br />
# copy, paste, and anchor the layer <br />
# prepend "glow_" to the name of the new layer<br />
# find the ''color balance'' tool under ''Colors -> color balance''<br />
# under "select range to adjust", select "Highlights"<br />
# adjust colors until satisfactory (if the original layer was drawn in yellow, set RGB to (100, -100, -100), which represents more red, more magenta, and more yellow)<br />
# select ''gaussian blur'' under ''filters -> blur -> gaussian blur''<br />
# apply an appropriate level of blur <br />
** blurs start out minimal<br />
** base layer glows require less blur in comparison to trail blurs<br />
** trail glows become increasingly blurred as the animation progresses<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166963Animation Tutorial: Electric Sparks2022-11-21T03:58:58Z<p>Mister minations: /* Drawing the Frames */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Organizing Frames in a GIMP==<br />
This section is not intended to teach a user how to draw and assumes that a user has a basic understanding of the GNU Image Manipulation Program. More experienced users should try setting up the guidelines and draw the frames themselves, and inexperienced users can use the above frame breakdown as a reference. Otherwise, this section is mostly a recommendation for organizing individual frames as layer groups. <br />
<br />
===Organizing the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
In addition to the frames, another layer group, named ''outline'', is used to store the boundaries and direction lines, and components are named as follow: <br />
* '''boundary:''' the thick white lines that encompass the space the spark is allowed to occupy <br />
* '''direction:''' the potential paths the trails are allowed to follow<br />
* '''stop_base:''' divides the base in regards to the frames they occupy <br />
* '''stop_trail:''' divides the trails in regards to the frames they occupy<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166962Animation Tutorial: Electric Sparks2022-11-21T03:51:53Z<p>Mister minations: /* Drawing the Frames */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Drawing the Frames==<br />
<br />
===How to Organize the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166961Animation Tutorial: Electric Sparks2022-11-21T03:50:03Z<p>Mister minations: /* Add Glow */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
==Drawing the Frames==<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166960Animation Tutorial: Electric Sparks2022-11-21T03:48:51Z<p>Mister minations: /* Drawing the Frames */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===Drawing the Frames===<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166959Animation Tutorial: Electric Sparks2022-11-21T03:47:59Z<p>Mister minations: /* Trail */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all.<br />
<br />
In addition, note that there are two types of trails: <br />
* '''Primary:''' a long trail that lasts for the entire duration of the animation <br />
* '''Auxiliary:''' a short trail that only lasts a few frames before fading<br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166958Animation Tutorial: Electric Sparks2022-11-21T03:46:33Z<p>Mister minations: /* Modeling */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all. <br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Interpreting as an Animation==<br />
This section will discuss electrical sparks as an animation. Although the images are drawn in GIMP, any terms related to photo manipulation tools will not be used in this section. A different section will discuss electrical sparks as a photo manipulation. <br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before fizzling out <br />
* '''Width:''' how many trails are emitted by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter. For the sake of visual consistency, each trail should travel a given path with as little deviation as possible; the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to see, and anything more turns the spark, a beam of light, into a physical object. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small to draw enough frames, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|400px|right|Determining how fast the spark is moving]]<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166957Animation Tutorial: Electric Sparks2022-11-21T03:37:53Z<p>Mister minations: /* Modeling */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all. <br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Modeling==<br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|400px|right|Determining boundaries and motion of the spark]] <br />
''(note: it's highly recommended to place the components discussed here in their own layer group)<br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before it fizzles out <br />
* '''Width:''' how many trails are produced by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter, which isn't pleasant to look at. For the sake of consistency, the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to register, and there can't be so many frames that the spark no longer looks like a streak of light. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small that the minimum frame count isn't met, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|right|Determining how fast the spark is moving]]<br />
''(note: it is recommended to work on manage each layer as its own layer group, and the base/streak boundaries should belong to their respective groups)<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===How to Organize the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
<br />
Aside from the frames, there the distance boundaries, the general boundary, and the direction guides. These should be the bottommost layers. If necessary, these layers can be grouped together under the name "outline".<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166956Animation Tutorial: Electric Sparks2022-11-21T03:35:44Z<p>Mister minations: /* Components of an Electrical Spark */</p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark<br />
These are not necessarily the real terms. However, for the purposes of the article, they will serve to divide an electrical spark into different components based on their intended movement. There is also a fourth component that exists only in relation to the context in which a spark is used. <br />
<br />
===Base===<br />
The base refers to the small cone of light from which a spark originates. At the base, the spark is at its hottest and brightest. However, the base will very quickly fade away, at which point it will rapidly shrink as its power source is cut away. <br />
<br />
===Trail===<br />
As mentioned under the overview, a spark is ''a small, firey particle''. Naturally, fire is hot, but a fire is only hot while it has something to burn. The base can only grow to a given size before it begins to dissipate. While the base itself will continue to burn for a little while, the surrounding trails of light will lose energy, moving increasingly slowly. Once a certain point is reached, the spark will have lost enough thermal energy to no longer be visible and fade to just a few pinpricks of light, then nothing at all. <br />
<br />
===Glow===<br />
Sparks are a light source. As such, a spark should be as close to pure white as possible. That said, a spark should not have hard edges. For an added touch of realism, adding a neutrally-colored, blurred outline around the initial frame contents will improve the aesthetics of an electrical spark.<br />
<br />
==Modeling==<br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|right|Determining boundaries and motion of the spark]] <br />
''(note: it's highly recommended to place the components discussed here in their own layer group)<br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before it fizzles out <br />
* '''Width:''' how many trails are produced by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter, which isn't pleasant to look at. For the sake of consistency, the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to register, and there can't be so many frames that the spark no longer looks like a streak of light. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small that the minimum frame count isn't met, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|right|Determining how fast the spark is moving]]<br />
''(note: it is recommended to work on manage each layer as its own layer group, and the base/streak boundaries should belong to their respective groups)<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===How to Organize the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
<br />
Aside from the frames, there the distance boundaries, the general boundary, and the direction guides. These should be the bottommost layers. If necessary, these layers can be grouped together under the name "outline".<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166955Animation Tutorial: Electric Sparks2022-11-21T03:21:55Z<p>Mister minations: </p>
<hr />
<div>The following article is intended to explain the steps required to draw an electrical spark. A given user is expected to first gain a basic understanding of what a spark is. Upon acknowledging the basic definition, the user will be provided a breakdown of the animation process, then given a practical application of the process using GIMP. <br />
<br />
Alternatively, the user may choose to apply the given .gif to an existing image, in which case they are advised to skip to the appropriate section. <br />
<br />
==Overview==<br />
According to the Oxford Languages dictionary, in general, a spark is "''a small fiery particle thrown off from a fire, alight in ashes, or produced by striking together two hard surfaces such as stone or metal.''"<br />
<br />
In regards to mechanical devices, electronics are not meant to spark. Most conductive material is insulated so that accidental discharges and outside interference do not affect the intended operation of the given device. Therefore, a spark occurs when the quantity of electricty exceeds the insulating capabilities of the intervening material, resulting in a brief emission of light and sound (the latter is is not imporant for this tutorial). <br />
<br />
Once a spark is produced, two potential fates await it. For the purposes of this tutorial, a spark is short-lived. However, if power is continually supplied, a spark can evolve into an electrical spark, which is a concept outside the scope of this tutorial. <br />
<br />
==Components of an Electrical Spark==<br />
===Base===<br />
===Trail===<br />
===Glow===<br />
==Modeling==<br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|right|Determining boundaries and motion of the spark]] <br />
''(note: it's highly recommended to place the components discussed here in their own layer group)<br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before it fizzles out <br />
* '''Width:''' how many trails are produced by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter, which isn't pleasant to look at. For the sake of consistency, the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to register, and there can't be so many frames that the spark no longer looks like a streak of light. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small that the minimum frame count isn't met, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|right|Determining how fast the spark is moving]]<br />
''(note: it is recommended to work on manage each layer as its own layer group, and the base/streak boundaries should belong to their respective groups)<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===How to Organize the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
<br />
Aside from the frames, there the distance boundaries, the general boundary, and the direction guides. These should be the bottommost layers. If necessary, these layers can be grouped together under the name "outline".<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166954Animation Tutorial: Electric Sparks2022-11-21T03:08:32Z<p>Mister minations: /* Using the Animation */</p>
<hr />
<div>(insert introduction here)<br />
<br />
'''To-Do List'''<br />
* delete the following images from the wiki:<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_02.png<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png<br />
** Mister_minations_-_sparks_1.gif<br />
* frame-by-frame layout should be a grid<br />
* upload image for section "Adding Effect to an Existing .gif, Frame by Frame", it's currently too hard to understand<br />
<br />
==Overview==<br />
(explain what an electrical spark is)<br />
==Components of an Electrical Spark==<br />
===Base===<br />
===Trail===<br />
===Glow===<br />
==Modeling==<br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|right|Determining boundaries and motion of the spark]] <br />
''(note: it's highly recommended to place the components discussed here in their own layer group)<br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before it fizzles out <br />
* '''Width:''' how many trails are produced by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter, which isn't pleasant to look at. For the sake of consistency, the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to register, and there can't be so many frames that the spark no longer looks like a streak of light. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small that the minimum frame count isn't met, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|right|Determining how fast the spark is moving]]<br />
''(note: it is recommended to work on manage each layer as its own layer group, and the base/streak boundaries should belong to their respective groups)<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===How to Organize the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
<br />
Aside from the frames, there the distance boundaries, the general boundary, and the direction guides. These should be the bottommost layers. If necessary, these layers can be grouped together under the name "outline".<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
[[File:Mister_minations_-_sparks_1b.gif|simple spark animation]]<br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166953Animation Tutorial: Electric Sparks2022-11-21T03:07:04Z<p>Mister minations: /* Drawing the Frames */</p>
<hr />
<div>(insert introduction here)<br />
<br />
'''To-Do List'''<br />
* delete the following images from the wiki:<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_02.png<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png<br />
** Mister_minations_-_sparks_1.gif<br />
* frame-by-frame layout should be a grid<br />
* upload image for section "Adding Effect to an Existing .gif, Frame by Frame", it's currently too hard to understand<br />
<br />
==Overview==<br />
(explain what an electrical spark is)<br />
==Components of an Electrical Spark==<br />
===Base===<br />
===Trail===<br />
===Glow===<br />
==Modeling==<br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|right|Determining boundaries and motion of the spark]] <br />
''(note: it's highly recommended to place the components discussed here in their own layer group)<br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before it fizzles out <br />
* '''Width:''' how many trails are produced by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter, which isn't pleasant to look at. For the sake of consistency, the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to register, and there can't be so many frames that the spark no longer looks like a streak of light. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small that the minimum frame count isn't met, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|right|Determining how fast the spark is moving]]<br />
''(note: it is recommended to work on manage each layer as its own layer group, and the base/streak boundaries should belong to their respective groups)<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===How to Organize the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
<br />
Aside from the frames, there the distance boundaries, the general boundary, and the direction guides. These should be the bottommost layers. If necessary, these layers can be grouped together under the name "outline".<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:.mister minations - tutorials - sparks - breakdown by frames.png|Each individual frame laid out for reference]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
[[File:Mister_minations_-_sparks_1b.gif|right|simple spark animation]]<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=File:.mister_minations_-_tutorials_-_sparks_-_breakdown_by_frames.png&diff=166952File:.mister minations - tutorials - sparks - breakdown by frames.png2022-11-21T03:05:18Z<p>Mister minations: Uploaded own work with UploadWizard</p>
<hr />
<div>=={{int:filedesc}}==<br />
{{Information<br />
|description=<br />
|date=2022-11-20<br />
|source={{own}}<br />
|author=[[User:Mister minations|Mister minations]]<br />
|permission=<br />
|other versions=<br />
}}<br />
<br />
=={{int:license-header}}==<br />
{{self|cc-by-sa-4.0}}<br />
<br />
[[Category:Photo manipulation resources]]</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166951Animation Tutorial: Electric Sparks2022-11-20T23:29:10Z<p>Mister minations: /* How to Organize the Layer Groups */</p>
<hr />
<div>(insert introduction here)<br />
<br />
'''To-Do List'''<br />
* delete the following images from the wiki:<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_02.png<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png<br />
** Mister_minations_-_sparks_1.gif<br />
* frame-by-frame layout should be a grid<br />
* upload image for section "Adding Effect to an Existing .gif, Frame by Frame", it's currently too hard to understand<br />
<br />
==Overview==<br />
(explain what an electrical spark is)<br />
==Components of an Electrical Spark==<br />
===Base===<br />
===Trail===<br />
===Glow===<br />
==Modeling==<br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|right|Determining boundaries and motion of the spark]] <br />
''(note: it's highly recommended to place the components discussed here in their own layer group)<br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before it fizzles out <br />
* '''Width:''' how many trails are produced by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter, which isn't pleasant to look at. For the sake of consistency, the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to register, and there can't be so many frames that the spark no longer looks like a streak of light. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small that the minimum frame count isn't met, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|right|Determining how fast the spark is moving]]<br />
''(note: it is recommended to work on manage each layer as its own layer group, and the base/streak boundaries should belong to their respective groups)<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===How to Organize the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer, where ''n'' represents the current frame (starting from 00): <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
<br />
Aside from the frames, there the distance boundaries, the general boundary, and the direction guides. These should be the bottommost layers. If necessary, these layers can be grouped together under the name "outline".<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png|Frames 00 and 01, base only]][[File:Mister_minations_-_tutorials_-_sparks_-_frames_02.png|Frames 02, base and trail]]<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png|Frames 03, 04, 05, 06, and 07, trail only]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
[[File:Mister_minations_-_sparks_1b.gif|right|simple spark animation]]<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166950Animation Tutorial: Electric Sparks2022-11-20T23:28:36Z<p>Mister minations: /* Modeling */</p>
<hr />
<div>(insert introduction here)<br />
<br />
'''To-Do List'''<br />
* delete the following images from the wiki:<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_02.png<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png<br />
** Mister_minations_-_sparks_1.gif<br />
* frame-by-frame layout should be a grid<br />
* upload image for section "Adding Effect to an Existing .gif, Frame by Frame", it's currently too hard to understand<br />
<br />
==Overview==<br />
(explain what an electrical spark is)<br />
==Components of an Electrical Spark==<br />
===Base===<br />
===Trail===<br />
===Glow===<br />
==Modeling==<br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|right|Determining boundaries and motion of the spark]] <br />
''(note: it's highly recommended to place the components discussed here in their own layer group)<br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before it fizzles out <br />
* '''Width:''' how many trails are produced by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter, which isn't pleasant to look at. For the sake of consistency, the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to register, and there can't be so many frames that the spark no longer looks like a streak of light. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small that the minimum frame count isn't met, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|right|Determining how fast the spark is moving]]<br />
''(note: it is recommended to work on manage each layer as its own layer group, and the base/streak boundaries should belong to their respective groups)<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
===How to Organize the Layer Groups===<br />
Each frame is a layer group, with elements in each frame given as its own layer: <br />
* base_''n'', represents the main component of the base, color should approach pure white <br />
* glow_base_''n'', a blurred copy of base_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
* trail_''n'', represents the slowly fading trail, color should approach pure white<br />
* glow_trail_''n'', a blurred copy of trail_''n'', color should approach neutral (between #FFFFFF and #000000)<br />
<br />
Aside from the frames, there the distance boundaries, the general boundary, and the direction guides. These should be the bottommost layers. If necessary, these layers can be grouped together under the name "outline".<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png|Frames 00 and 01, base only]][[File:Mister_minations_-_tutorials_-_sparks_-_frames_02.png|Frames 02, base and trail]]<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png|Frames 03, 04, 05, 06, and 07, trail only]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
[[File:Mister_minations_-_sparks_1b.gif|right|simple spark animation]]<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166945Animation Tutorial: Electric Sparks2022-11-20T03:56:49Z<p>Mister minations: /* Adding Effect to an Existing .gif, Frame by Frame */</p>
<hr />
<div>(insert introduction here)<br />
<br />
'''To-Do List'''<br />
* delete the following images from the wiki:<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_02.png<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png<br />
** Mister_minations_-_sparks_1.gif<br />
* frame-by-frame layout should be a grid<br />
* upload image for section "Adding Effect to an Existing .gif, Frame by Frame", it's currently too hard to understand<br />
<br />
==Overview==<br />
(explain what an electrical spark is)<br />
==Components of an Electrical Spark==<br />
===Base===<br />
===Trail===<br />
===Glow===<br />
==Modeling==<br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|right|Determining boundaries and motion of the spark]] <br />
''(note: it's highly recommended to place the components discussed here in their own layer group)<br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before it fizzles out <br />
* '''Width:''' how many trails are produced by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter, which isn't pleasant to look at. For the sake of consistency, the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to register, and there can't be so many frames that the spark no longer looks like a streak of light. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small that the minimum frame count isn't met, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|right|Determining how fast the spark is moving]]<br />
''(note: it is recommended to work on manage each layer as its own layer group, and the base/streak boundaries should belong to their respective groups)<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png|Frames 00 and 01, base only]][[File:Mister_minations_-_tutorials_-_sparks_-_frames_02.png|Frames 02, base and trail]]<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png|Frames 03, 04, 05, 06, and 07, trail only]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
[[File:Mister_minations_-_sparks_1b.gif|right|simple spark animation]]<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# Delete or hide the layer group<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace"<br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166944Animation Tutorial: Electric Sparks2022-11-20T03:53:04Z<p>Mister minations: </p>
<hr />
<div>(insert introduction here)<br />
<br />
'''To-Do List'''<br />
* delete the following images from the wiki:<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_02.png<br />
** Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png<br />
** Mister_minations_-_sparks_1.gif<br />
* frame-by-frame layout should be a grid<br />
* upload image for section "Adding Effect to an Existing .gif, Frame by Frame", it's currently too hard to understand<br />
<br />
==Overview==<br />
(explain what an electrical spark is)<br />
==Components of an Electrical Spark==<br />
===Base===<br />
===Trail===<br />
===Glow===<br />
==Modeling==<br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|right|Determining boundaries and motion of the spark]] <br />
''(note: it's highly recommended to place the components discussed here in their own layer group)<br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before it fizzles out <br />
* '''Width:''' how many trails are produced by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter, which isn't pleasant to look at. For the sake of consistency, the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to register, and there can't be so many frames that the spark no longer looks like a streak of light. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small that the minimum frame count isn't met, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|right|Determining how fast the spark is moving]]<br />
''(note: it is recommended to work on manage each layer as its own layer group, and the base/streak boundaries should belong to their respective groups)<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png|Frames 00 and 01, base only]][[File:Mister_minations_-_tutorials_-_sparks_-_frames_02.png|Frames 02, base and trail]]<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png|Frames 03, 04, 05, 06, and 07, trail only]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
[[File:Mister_minations_-_sparks_1b.gif|right|simple spark animation]]<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace" <br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166943Animation Tutorial: Electric Sparks2022-11-20T03:49:03Z<p>Mister minations: /* Rate of Travel */</p>
<hr />
<div>(insert introduction here)<br />
==Overview==<br />
(explain what an electrical spark is)<br />
==Components of an Electrical Spark==<br />
===Base===<br />
===Trail===<br />
===Glow===<br />
==Modeling==<br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|right|Determining boundaries and motion of the spark]] <br />
''(note: it's highly recommended to place the components discussed here in their own layer group)<br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before it fizzles out <br />
* '''Width:''' how many trails are produced by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter, which isn't pleasant to look at. For the sake of consistency, the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to register, and there can't be so many frames that the spark no longer looks like a streak of light. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small that the minimum frame count isn't met, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|right|Determining how fast the spark is moving]]<br />
''(note: it is recommended to work on manage each layer as its own layer group, and the base/streak boundaries should belong to their respective groups)<br />
<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png|Frames 00 and 01, base only]][[File:Mister_minations_-_tutorials_-_sparks_-_frames_02.png|Frames 02, base and trail]]<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png|Frames 03, 04, 05, 06, and 07, trail only]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
[[File:Mister_minations_-_sparks_1b.gif|right|simple spark animation]]<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace" <br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166942Animation Tutorial: Electric Sparks2022-11-20T03:48:40Z<p>Mister minations: /* Boundaries and Direction */</p>
<hr />
<div>(insert introduction here)<br />
==Overview==<br />
(explain what an electrical spark is)<br />
==Components of an Electrical Spark==<br />
===Base===<br />
===Trail===<br />
===Glow===<br />
==Modeling==<br />
<br />
===Boundaries and Direction===<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|right|Determining boundaries and motion of the spark]] <br />
''(note: it's highly recommended to place the components discussed here in their own layer group)<br />
<br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before it fizzles out <br />
* '''Width:''' how many trails are produced by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter, which isn't pleasant to look at. For the sake of consistency, the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to register, and there can't be so many frames that the spark no longer looks like a streak of light. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small that the minimum frame count isn't met, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
''(note: it is recommended to work on manage each layer as its own layer group, and the base/streak boundaries should belong to their respective groups)<br />
<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|left|Determining how fast the spark is moving]]<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png|Frames 00 and 01, base only]][[File:Mister_minations_-_tutorials_-_sparks_-_frames_02.png|Frames 02, base and trail]]<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png|Frames 03, 04, 05, 06, and 07, trail only]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
[[File:Mister_minations_-_sparks_1b.gif|right|simple spark animation]]<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace" <br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166941Animation Tutorial: Electric Sparks2022-11-20T03:48:14Z<p>Mister minations: /* Boundaries and Direction */</p>
<hr />
<div>(insert introduction here)<br />
==Overview==<br />
(explain what an electrical spark is)<br />
==Components of an Electrical Spark==<br />
===Base===<br />
===Trail===<br />
===Glow===<br />
==Modeling==<br />
<br />
===Boundaries and Direction===<br />
''(note: it's highly recommended to place the components discussed here in their own layer group)<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|right|Determining boundaries and motion of the spark]] <br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before it fizzles out <br />
* '''Width:''' how many trails are produced by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter, which isn't pleasant to look at. For the sake of consistency, the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to register, and there can't be so many frames that the spark no longer looks like a streak of light. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small that the minimum frame count isn't met, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
''(note: it is recommended to work on manage each layer as its own layer group, and the base/streak boundaries should belong to their respective groups)<br />
<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|left|Determining how fast the spark is moving]]<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png|Frames 00 and 01, base only]][[File:Mister_minations_-_tutorials_-_sparks_-_frames_02.png|Frames 02, base and trail]]<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png|Frames 03, 04, 05, 06, and 07, trail only]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
[[File:Mister_minations_-_sparks_1b.gif|right|simple spark animation]]<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace" <br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166940Animation Tutorial: Electric Sparks2022-11-20T03:47:55Z<p>Mister minations: /* Applying the Animation */</p>
<hr />
<div>(insert introduction here)<br />
==Overview==<br />
(explain what an electrical spark is)<br />
==Components of an Electrical Spark==<br />
===Base===<br />
===Trail===<br />
===Glow===<br />
==Modeling==<br />
<br />
===Boundaries and Direction===<br />
''(note: it's highly recommended to place the components discussed here in their own layer group)<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|left|Determining boundaries and motion of the spark]] <br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before it fizzles out <br />
* '''Width:''' how many trails are produced by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter, which isn't pleasant to look at. For the sake of consistency, the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to register, and there can't be so many frames that the spark no longer looks like a streak of light. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small that the minimum frame count isn't met, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
''(note: it is recommended to work on manage each layer as its own layer group, and the base/streak boundaries should belong to their respective groups)<br />
<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|left|Determining how fast the spark is moving]]<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png|Frames 00 and 01, base only]][[File:Mister_minations_-_tutorials_-_sparks_-_frames_02.png|Frames 02, base and trail]]<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png|Frames 03, 04, 05, 06, and 07, trail only]]<br />
<br />
===Add Glow===<br />
<br />
==Using the Animation==<br />
[[File:Mister_minations_-_sparks_1b.gif|right|simple spark animation]]<br />
If you followed the above steps, you should get the following as an output: <br />
<br />
If you didn't get the following output, that's okay. If you skipped directly to this step, that is also understandable. For the next part of the tutorial, you can use the .gif provided in the following steps. <br />
<br />
===Adding Effect to an Existing .gif, Frame by Frame===<br />
# Download the image<br />
# In GIMP, open the image as layers<br />
# With each frame given as a layer, move each frame into a layer group<br />
# Find some .gif content you think will do well with a spark effect<br />
# In the same project you opened, open the content as layers '''(IMPORTANT: make sure that the .gif is not loaded into the layer group you just created)'''<br />
# Of the layers in the opened .gif, find the frame on which you think the spark effect should start <br />
# Move the layer group containing the spark effect to a good starting position <br />
# For each layer above the given layer, perform the below steps: <br />
## Identify the frame of the spark animation that corresponds with the frame in the main image (for example, if you're starting at frame 1 of the original image, it corresponds with frame 1 of the spark)<br />
## Copy and place in place (ctrl+alt+v) the corresponding spark frame from the layer group <br />
## Anchor and reorder the spark frame to above the corresponding frame in the animation <br />
## Merge the spark frame down to the main image layer <br />
## Repeat for each frame in the spark animation<br />
# run the animation playback to test how the overall .gif will look, adjust frames-per-second as needed <br />
# export image as .gif, make sure that frames as set as "replace" <br />
<br />
===Lighting===<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=Animation_Tutorial:_Electric_Sparks&diff=166939Animation Tutorial: Electric Sparks2022-11-20T03:31:49Z<p>Mister minations: /* Applying the Frames */</p>
<hr />
<div>(insert introduction here)<br />
==Overview==<br />
(explain what an electrical spark is)<br />
==Components of an Electrical Spark==<br />
===Base===<br />
===Trail===<br />
===Glow===<br />
==Modeling==<br />
<br />
===Boundaries and Direction===<br />
''(note: it's highly recommended to place the components discussed here in their own layer group)<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_boundaries_and_direction.png|left|Determining boundaries and motion of the spark]] <br />
The first thing to do is to determine how big the resulting electrical spark should be, specifically as a result of two factors. <br />
* '''Length:''' how long the spark can travel before it fizzles out <br />
* '''Width:''' how many trails are produced by the base<br />
The components of the spark are thereby restricted to the space within the resulting boundary, represented by the white lines. <br />
<br />
Next, the spark requires a direction. As the sparks travel, the resulting trail should follow a given path; deviating from the path causes jitter, which isn't pleasant to look at. For the sake of consistency, the red lines represent potential paths the primary and auxiliary trails can take. While it's a good idea to plan out specific paths for the trails beforehand, it's more than acceptable to plot out a number of equally spaced lines and work from there. <br />
<br />
That said, there should be a limit on the number of trails present. Remember: a spark is a streak of light. If too many trails are drawn, the result will be less a beam of light and more a block of solid color. For this reason, if paths are planned beforehand, only a small number (around 3) of paths should act as primary trails, with each primary trail accompanied by a similarly small number of auxiliary trails <br />
<br />
As always, the boundary and direction depend on context. Specifically, a spark is fast. For example, at 15 frames per second, a spark only needs between 5 and 10 frames; anything less is too fast to register, and there can't be so many frames that the spark no longer looks like a streak of light. Therefore, size is also dependent on the number of frames involved. If a spark is too big and too many frames are needed, try shrinking the boundaries and try again. Conversely, if the spark is so small that the minimum frame count isn't met, a bigger boundary is needed.<br />
<br />
===Rate of Travel===<br />
''(note: it is recommended to work on manage each layer as its own layer group, and the base/streak boundaries should belong to their respective groups)<br />
<br />
[[File:Mister minations - tutorials - sparks - distance traveled.png|left|Determining how fast the spark is moving]]<br />
In general, the life cycle of an electrical spark can be divided into three phases: <br />
# '''Initialization:''' When a spark first appears, it's a single cone of light at the starting location. This cone of light will very quickly grow until it hits the next stage. This stage only contains around 2 frames. <br />
# '''Midpoint:''' Almost immediately after appearing, the base begins fizzling out. As it fizzles out, some of the light, no longer connected to the base, continues trailing outwards, following a given path. This phase is primarily a transition between phases 1 and 2, and only encompasses a single frame. <br />
# '''Fade Away:''' A spark is hot. As it travels, it gets increasingly cool until it's about the same temperature as the air around it, at which point it ceases to exist. In addition, as it cools, the trails of light move with increasing difficulty through the air, deaccelerating and shrinking until there's not enough heat left to keep moving. <br />
<br />
Regarding point 3, not all trails fizzle out at the same time. The primary trails, owing to their increased length, will last until the final frame of animation. Conversely, any auxiliary trail, by definition, both begins smaller and fades out quicker, often several frames before the associated primary trail. <br />
<br />
In the image to the left, items related to the base are white, and items related to the trails are drawn in red. <br />
<br />
The numbers next to the boundaries represent what frames the boundaries relate to, with frame 2 appearing twice. <br />
<br />
In general, as the base grows, the white lines should be equidistant. As the base fades away, either use one of the previously given boundaries, or draw a new boundary somewhat closer to the starting point. As stated before, the number of frames needed for the base should be minimized as much as possible. <br />
<br />
In contrast, the distance between successive red boundaries should increasingly shrink. In general, deacceleration seems mostly occur near the end of the animation; the first few frames start out fairly equidistantly spaced, but the last few frames are closer together. By the end, the final pinpricks of light will teeter just next to the overall boundary.<br />
<br />
==Drawing the Frames==<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_00_-_01.png|Frames 00 and 01, base only]][[File:Mister_minations_-_tutorials_-_sparks_-_frames_02.png|Frames 02, base and trail]]<br />
<br />
[[File:Mister_minations_-_tutorials_-_sparks_-_frames_03_-_07.png|Frames 03, 04, 05, 06, and 07, trail only]]<br />
<br />
===Add Glow===<br />
<br />
==Applying the Animation==<br />
If you followed the above steps, you should get the following as an output: <br />
[[File:Mister_minations_-_sparks_1b.gif|left]]<br />
<br />
==Use Cases==<br />
==Conclusion==</div>Mister minationshttps://www.fembotwiki.com/index.php?title=File:Mister_minations_-_sparks_1b.gif&diff=166938File:Mister minations - sparks 1b.gif2022-11-20T03:28:16Z<p>Mister minations: Uploaded own work with UploadWizard</p>
<hr />
<div>=={{int:filedesc}}==<br />
{{Information<br />
|description={{en|1=sparks transparent, no lighting effect}}<br />
|date=2022-11-19<br />
|source={{own}}<br />
|author=[[User:Mister minations|Mister minations]]<br />
|permission=<br />
|other versions=<br />
}}<br />
<br />
=={{int:license-header}}==<br />
{{self|cc-by-sa-4.0}}<br />
<br />
[[Category:Photo manipulation resources]]</div>Mister minations