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Level 01 - Lesson 02



In this level we're taking a first look at fire by animating a steady candle flame.

Fire animation is quite simple as a single small flame. It only gets more difficult the bigger and "flamier" it is. Therefore, we'll start with a quiet candle flame. The candle flame is a manageable slice of physics and chemistry that can be studied and, when the day comes, applied to larger scale flames. We'll look at the various aspects in the following order:


What is it?

Glowing particles of combusting fuel rise upwards, emitting heat and light, and eventually dying. These particles progress through stages towards inevitable expiry. At the start, they glow brightly, and rise quickly. But soon they lose their brightness and cool down. Just like all of us huh?

When no longer glowing, they are simply tiny black particles moving through the air. These "dead" particles of burnt airborne material, we know as soot. Clouds of soot, we know simply as smoke

Design

When you look at a fire, there seems to be a lot going on and it can be difficult to know where to start. The fact is that real world flames are of such complexity that, as 2D animators, we need to simplify this effect into a suitable 2D representation.

With that in mind, remember this: we need ONLY concern ourselves with what glows. Flame animation is about nothing more than those glowing sheets, ribbons and clouds of particles. Once they stop glowing, they're invisible and we forget them.

What about the smoke, you say?

In order to apply separate digital treatments to fire and smoke (i.e. glows and blur), it's necessary to animate the two effects on separate levels/layers. When animating flames therefore, don't concern yourself with the smoke. We'll animate that later.

Thankfully, a steady candle flame is one of the simplest forms of combustion we'll ever need to animate. In fact, the steadier the flame, the less animation. AND it can look just fine with minimal animation.

With the knowledge of what fire basically is, we are now armed with its basic rules of behaviour. From here, we know what we're drawing with each flame.

The design process is not just a nailing down of how it looks, but how that look is achieved. With the image of your finished product in your mind, what elements will your flame require? Several layers? Which layers have transparency, glows and blurs? Will the colours need to be on separate layers for special treatment?


Several designs for small flames


Small flame construction and colour

Even steady flames have a variety of designs. Not all flames are pointy at the top, waving around like flags. Some flicker, some pulsate, some appear to breathe. Sketch out a few frames of flame poses to give yourself (or your team) an idea of how this flame will move.

Small flame example animation sequence


Timing

Generally with a small flame such as that of a candle, simple is better. Matches and candles have a steady, constant supply of fuel to burn. Without a breath of wind a candle flame can appear motionless. Despite this, animators often feel the need to make candle flames flicker and dance constantly.

There's nothing wrong with having fun with your flame and making it do interesting things, but just be aware of overkill and distraction. If it's a romantic dinner for two, you probably don't want the candle flame thrashing about stealing the scene.

 

Motionless

If you look closely at the flames to the right, you'll see three of them moving:
(a) Completely motionless, (b) Keyframed glow (c) Up-down movement (d) Gentle sway

Why not try a "less is more" scene where the flame is completely motionless, but only the glow flickers or pulsates (see flame B)? Simply keyframe your glow or directional blur values, rather than animate the flame itself.

Steady

A quiet flame can be almost stationary for long periods of time, with the occasional flicker, roll or change in height. Subtle Candle is a perfect example on YouTube. The movement is so subtle at the start, you'll think the video isn't playing.

A really nice touch would be to work with other things in the scene. For example, in the romantic dinner scene, the flame could be almost motionless until the man picks up his drink.. a slight pause before the flame gently sways and resettles. Maybe the waiter arrives to stand at the table.. another slight pause, then the flame dips and waves a little more noticeably

Character animators breathe life into characters. FX animators breathe life into the characters' world.

One very interesting flame effect is a kind of swaying roll (image below). In fact, I saw it in action just today and was reminded to include it here. The flame was a tea-light inside a decorative glass tube. I don't claim to know exactly why this particular motion occurs, but I guess it's the result of an air current reaching deep into the tube and affecting the flame with a gentle circular turbulence.

Roll

One very interesting flame effect is a kind of swaying roll. In fact, I saw it in action just today and was reminded to include it here. The flame was a tea-light (short, squat candle) inside a decorative glass tube, so perhaps this has something to do with the rolling movement; I don't know exactly why this particular motion occurs, but I guess it's the result of an air current reaching deep into the tube and affecting the flame with a gentle circular turbulence.

Flicker

Now and then you'll see a flame that appears stuck in a perpetual loop of rapid up-down movement, producing a flickering light, like some ancient strobe. Here's one on YouTube.

Again I don't know what conditions cause this behaviour, but my best guess would be mere speculation. It seems to be more pronounced in very still air, but it could be that it's simply less noticeable in more draughty conditions.

Nevertheless, it's an interesting one for your mental library of flame behaviour. Personally I'd be careful of this one as it's very distracting. On the other hand, it may be a clever way to draw attention in a particular direction!

Duck and weave

OK I could have called this one "squash and stretch" but this is a pulsing, swaying and oscillating of complex flame movement when you walk around the room holding a candle.

The duck and weave is an excellent exercise in flame animation and it's a lot of fun. Even with such a small and simple flame design, it seems no two drawings are the same.

Most important to be aware that a stretched flame should become thin, or break apart. Remember the fuel source of a candle is released at a constant rate. Also that when a flame breaks, that piece must continue to rise. And on such a small scale, these broken pieces are especially brief (as seen in the Flicker animation, above).


Treatment

Due to its translucency, the depth of a realistic 2D flame can be achieved with levels, or layers. At its most simple, we have 1 or 2 colours for the flame. These may work best if treated with individual glow or transparency values, so even a simple candle flame can have 2 layers.

For a fairly small on-screen flame, I'd be happy with a single layer, one colour and a few very subtle digital tricks:

The closer to camera, from mid shot to extreme closeup, the more detail I'd put in the flame, including:


Assignments

Now let's put this in action. If you're confident, try one or more of the following:

  1. Frame rate: 24fps
  2. Duration: 120 frames
  3. Dimensions: 600x600px
  4. Tasks:
    Beginner: Design 4-6 different candle flame types, and animate as many of them as you wish
    Intermediate: Design and animate a traveling candle, moving it around the scene. Have the flame reacting to the direction of movement.

Summary

I hope you've enjoyed this lesson and have begun to appreciate what I call "the simple complexities" of a candle flame! There will be more fire and combustion effects in future lessons, including sparks, ignitions, larger "torch" flames and campfires. Of course, if you like any of that, you'll love the application of fire in magic effects.

Enjoy the exercises and please consider dropping by the BCAFX Discord, whether it's to lurk, learn, post your work or offer feedback to other members.


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