 | Drag and drop two cubes onto your scene as shown. |
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Animate the leftmost cube as shown.
This cube is going to be our "source particle". It will be
duplicated and
"emitted" along this path.
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 | While still in animation mode, select the leftmost
cube and right-click the Particle
operation.
This will open the Particle operation's options window.
Click the Default button.
Enter a Generation Frequency of .1. This means that 1/10th of a
particle should be generated per key-frame. A default 3D Canvas scene
has 10 key-frames per second, so that means 1 particle will be
generated every second.
That's a very small number of particles, but it makes a good
example.
Enter a Generation Duration of 100, meaning that particles
should be generated for a period of 100 key-frames.
Enter a Life Span of 100 to 100. This means that a particles
generated will have a life span of 100 key-frames (minimum of 100,
maximum of 100).
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 | While still in animation mode, select the leftmost
cube and click the Particle
operation. Be sure that you are at animation key-frame 0 by
clicking before
applying the Particle operation.
Click the animation Play
button to play the
animation.
Particles are generated every second of the animation.
Looking at this animation it is a little bit hard to see what exactly
is happening. |
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 | Switch back to non-animation mode and drag and drop
a cube on to the "particle" as shown.
Return to animation mode.
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 | Click the animation Play
button to play the
animation.
This may make what is happening more clear. The "source"
particle is being "emitted" along the animation path at a rate of one
particle per second.
At this point we have not defined what the particles should do when
they are emitted, so they are just "dropped" along the path. |
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 | Be sure that you are at animation key-frame 0 by
clicking . Select the particle and click the Operation Layer
Panel's Update
button.
This opens the Particle operation's parameters for this particle.
Enter values of -90 to -90 in the Initial section's Scale X,
Scale Y and Scale Z.
The Initial section is used to apply effects to a particle to
set an "initial state" for each particle as they are generated. The
first number is the minimum amount and the second number is the
maximum amount. 3D Canvas will generate particles with random values
within this range.
In this case we want particles to be scaled by -90% when they are
created. -90 to -90 indicates that we wanted a fixed particle size. If
we had said -90 to 0 we would get particles randomly scaled between 0%
and -90%.
Click OK.
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 | The "Initial" amount is applied immediately to the
source particle. |
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 | Click the animation Play
button to play the
animation.
Now the particles generated are all 1/10th (-90%) of the source
particle's size.
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 | Select the particle and click the Operation Layer
Panel's Update
button. If you find the particle is too small to select, you can
select it using the Object Hierarchy.
Enter a Generation Frequency of 1. This means that one
particle should be generated per key frame. A default 3D Canvas scene
has 10 key-frames per second, so that means 10 particles per second.
Click OK. |
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 | Click the animation Play
button to play the
animation.
Now the particles are generated in a steady stream of 10 particles per
second.
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 | Select the particle and click the Operation Layer
Panel's Update
button.
Enter a Life Span of 0 to 100. When 3D Canvas creates the
particles it will give each one a random lifespan of between 0 and 100
key-frames. |
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 | Click the animation Play
button to play the
animation.
The stream of particles is no longer steady since some particles are dying
earlier than others.
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 | Select the particle and click the Operation Layer
Panel's Update
button.
Enter values of 5 to 5 for the Scale Y option of the
Velocity section. The Velocity section defines how the
particle should behave while it is alive. Scale Y values of 5 to 5
indicates that the particle should be scaled 5% per key frame during
the particle's life. Negative values for this and the other scaling
parameters are a good way to have a particle "fade" (get
smaller) and then
disappear as it dies. |
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 | Click the animation Play
button to play the
animation. |
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 | Notice that when the particles are emitted on
an up slope or down slope they are oriented as though the are
following the path. This is intended behaviour which we will cover
later in this tutorial. |
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 | Switch to non-animation mode.
Move the non-particle cube as shown, select the front face and apply a
Tip operation. This
is our "rocket".
Use the hierarchy to name your particle "Particle" and your rocket
"Rocket". Move the rocket object to the same group as the particle using the
hierarchy. |
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 | Return to animation mode, select the rocket and
click the
button on the animation toolbar to reset the animation of the group.
Re-animate the rocket as shown, ensuring that you orient the rocket
for the up slope and down slope.
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 | Select the particle and click the Operation Layer
Panel's Update
button.
Enter a particle Life Span of between 50 and 100.
Enter Velocity scale values of 5 to 5 for Scale X,
Scale Y, Scale Z to indicate that the particle should scaled
by 5% each key-frame.
Enter a Translate Z amount of -.1 to -.1 for the Velocity
section. This indicates that the Z velocity of the generated particles
should be -.1 units/key-frame. |
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 | Click the animation Play
button to play the
animation.
Think of these particles as puffs of smoke. |
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 | The particles are emitted along the path of the
animation so they travel in the expected direction as the die/dissipate. |
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 | Switch back to non-animation mode and paint the
particle a translucent color. |
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 | Return to animation mode and play the animation.
This is much more smoke-like. |
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 | Further refinements that we can make to the smoke
include:
A Translate Z velocity range of -.2 to -.1 makes it so that the
particles travel at a varying speed.
Translate X and Translate Y velocities of between -.03
and .03 so that the particles not only travel away from the emitting
rocket, but also dissipate.
A Scale velocity of 2 to 5 results in puffs that vary in size.
A Translucent Velocity of 5 to 10 ensures that the particles
become more translucent over time and do not appear to "pop" when they
disappear. Note that a particle that does not have a Translucent value
for its material cannot be made Translucent using this velocity. This
is a scale factor, so there must be a translucency amount to scale.
A Life Span of 25 to 50 to shorten the smoke trail.
A Generation Frequency of 5 to have more dense smoke. Note that
you should always use very low numbers for Generation Frequency
when developing a particle animation since increasing the generation
frequency dramatically slows the animation.
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 | Our completed smoke trail.
In this example we used a cube as our "particle". This isn't the best
choice for particles normally since it is a very identifiable shape. The key point to
remember in creating particles is the that the less points in the particle the better.
Complex
particles mean slow rendering.
Further refinements can be made by adding an acceleration to the
particle. If you have particles being expelled from a location, you
may want them to slow down as though they are affected by the air. You
can do this by setting the Translate Z amount to a positive
number in the Acceleration section. |
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