I kept its main shape constant, but added lines to give it the illusion of moving. The foam at the bottom was very similar to steam - the particles shrink and fade. The places where the forest spirit disturbs the surface was a bit more difficult, I tested giving it outlines, making larger splashes but a soft disruption worked best I feel.
I noticed that both fire and water have waves of energy. I also noticed in the Dead Cells trailer, the liquid effects starts off in a cloud-like shape similar to smoke/steam (but this is a fictional poison goo so maybe it's not the best example):
I also found an article by Cartoon Brew on The Effects Tech behind 'Moana' by Ian Failes, with interesting breakdowns on how charcter animation and fx animation is integrated together. Even though it talks about 3D vfx, it's character/fx animation of the ocean helped me understand liquids by splitting it into the base movements and details on top:
Another noteoworthy example of liquid fx used to enhance appeal is in the Little Mermaid, I looked at a few clips frame by frame to study it. I observed three parts to it; the main liquid, lots of droplets, and foam:
My Moom tests went...ok. It was difficult to keep track of all the droplets and foam as they splashed about and the perspective angle didn't help either. I should've done some live-action studies of water and maybe used reference to help with this animation.
- The chaos of it all makes it look quite realistic/natural, the droplets arc and make ripples on the floor too.
What could be improved:
- Yes
- I animated it very zoomed in, so the particles look very tiny, the splashes aren't big enough but the amount of detail warps the scale slighty, detail=scale,
- The frame rate, although quite fluid (pun intended), seems a bit off, between the water and Moom, maybe Moom's movements need to be snappier.
- I should do more water tests, on different scales, viscosities, colours etc

































