Section 4 - Additional effects We now turn our attention to a couple of subtle details as explained in section 1. Both the objects are identical to the original wormtunnel, but we'll use different surfaces and morph targets for them, but there is no need to enter Modeler again. 4.1 - The shockwave Start by renaming the surface of the Tunnel object to Shockwave . Now save Tunnel.lwo as Shockwave.lwo . We use a clone because we don't want the same twist effect for the shockwave.
Lets start by keyframing the shockwave object.
From the top view you can now adjust the z-axis size from frame to frame so it fits nicely inside the wormtunnel from frame 140 to175. You can download a zipped avi showing what I mean here . Then lets put the z-axis size as 1.0 in frame 360 for the dissolve perturbation. Now we work on the surface for the shockwave. It's relatively simple to implement.