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16    <h1>Particle Effect Content</h1>
17    <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" --> <a name="effect_contents" id="effect_contents"></a>
18    <p>This section provides details about the three kinds of content that comprise particles effects: the emitter, the model and the particle set.</p>
19    <ul>
20      <li><a href="#ParticleEmitter">Emitter</a></li>
21      <li><a href="#ParticleModel">Model</a></li>
22      <li><a href="#ParticleSet">Particle Set</a></li>
23    </ul>
24    <a name="ParticleEmitter" id="ParticleEmitter"></a>
25    <h2>Emitter</h2><!-- #BeginLibraryItem "/Library/glossary_particle_emitter.lbi" --><!-- パーティクルエミッタ ( particle_emitter ) -->
26  <p>Emitters are sources that generate and emit particles. They can be created in the <B>particle emitter panel</B>, which lets you set their shape, size, direction, and position. The shape, size, direction, and position of an emitter only has an effect when particles are being emitted.</p><!-- #EndLibraryItem --><!-- #BeginLibraryItem "/Library/glossary_particle.lbi" --><!-- パーティクル ( particle ) -->
27<p>The term <I>particle</I> refers to a system that can generate multiple &quot;shapes&quot; and control their shape, color, and movement as a group. Games use particles for effects like fire and water.</p><!-- #EndLibraryItem --><h3>Emitter Settings</h3>
28    <p>Use the following settings to configure an emitter.</p>
29    <table>
30      <thead>
31        <tr>
32          <th>Settings</th>
33          <th>Description</th>
34        </tr>
35      </thead>
36      <tbody>
37        <tr>
38          <th>Positioning</th>
39          <td>Emitter Scale/Rotate/Translate<br />When the <I>Link </I>checkbox is marked, the Scale settings for the X, Y and Z axes can be set linked.</td>
40        </tr>
41        <tr>
42          <th>Emission</th>
43          <td>Emission volume<br />Emission volume randomization (%)<br />Emission interval<br />Emission interval randomization (%)</td>
44        </tr>
45        <tr>
46          <th>Emission Time</th>
47          <td><B>Infinite</B> checkbox<br />Emitter shape</td>
48        </tr>
49      </tbody>
50    </table>
51    <h3>Emitter shape</h3>
52    <p>CreativeStudio can work with the following six emitter shapes. Different shapes emit particles differently.</p>
53    <table>
54      <thead>
55        <tr>
56          <th>Emitter shape</th>
57          <th>Description</th>
58        </tr>
59      </thead>
60      <tbody>
61        <tr>
62          <th>Point</th>
63          <td>Particles are emitted from a single point. Does not have any size or orientation settings.</td>
64        </tr>
65        <tr>
66          <th>Disc</th>
67          <td>Particles are emitted horizontally from a disc.</td>
68        </tr>
69        <tr>
70          <th>Sphere</th>
71          <td>Particles are emitted outwards from inside a sphere.</td>
72        </tr>
73        <tr>
74          <th>Cylinder</th>
75          <td>Particles are emitted outwards from inside a cylinder.</td>
76        </tr>
77        <tr>
78          <th>Rectangle</th>
79          <td>Particles are emitted outwards from inside a rectangle.</td>
80        </tr>
81        <tr>
82          <th>Cube</th>
83          <td>Particles are emitted outwards from inside a cube.</td>
84        </tr>
85      </tbody>
86    </table>
87    <h3>Configuration Options for Emitter Shapes</h3>
88    <h4>Center and Width</h4>
89    <p>This option is enabled for <I>disk</I>, <I>sphere</I>, and <I>cylinder</I> emitter shapes. The emitter's shape as viewed from above along the Y axis can be turned into an arc.</p>
90    <p>The figure below shows use of the <I>Center and Width</I> setting to specify the range in which particles are generated, using sample setting values.</p>
91    <h5>Sample Configuration</h5>
92    <div class="user_guide">
93      <ul>
94        <li>Emitter Shape: Disk</li>
95        <li><I>Center: 0 degrees</I></li>
96        <li><I>Width: 90 degrees</I></li>
97      </ul>
98    </div>
99    <div> <img class="user_guide_chart" src="assets/particleeffect_centerwidth.png" alt="Center and Width"/> </div>
100    <h4>Fixed at Center</h4>
101    <p>At the present time, this setting is only enabled for <I>disk-shaped</I> emitters. By anchoring the emitter at the center, you can make sure that particles are always emitted in the same locations.</p>
102    <p>The figure below shows the <I>Fixed at Center</I> setting turned on and also off, using sample setting values.</p>
103    <h5>Sample Configuration</h5>
104    <div class="user_guide">
105      <ul>
106        <li>Emitter Shape: Disk</li>
107        <li>Emission volume: 4</li>
108        <li>Center: 0 degrees</li>
109        <li>Width: 360 degrees</li>
110        <li>Hollowness: 100 %</li>
111        <li><I>Fixed at Center: On/Off</I></li>
112      </ul>
113    </div>
114    <div><img class="user_guide_chart" src="assets/particleeffect_fixcenter.png" alt="Fixed at Center"/></div>
115    <h4>Equally Spaced</h4>
116    <p>At the present time, this setting is only enabled for <I>disk-shaped</I> emitters. By equally spacing where particles are emitted, you can keep particles from overlapping.</p>
117    <p>The figure below shows the <I>Equally Spaced</I> setting turned on and also off, using sample setting values.</p>
118    <h5>Sample Configuration</h5>
119    <div class="user_guide">
120      <ul>
121        <li>Emitter Shape: Disk</li>
122        <li>Emission volume: 4</li>
123        <li>Center: 0 degrees</li>
124        <li>Width: 360 degrees</li>
125        <li>Hollowness: 100 %</li>
126        <li><I>Equally Spaced: On/Off</I></li>
127      </ul>
128    </div>
129    <div><img class="user_guide_chart" src="assets/particleeffect_equally.png" alt="Equally Spaced"/></div>
130    <h4>Angular Correction</h4>
131    <p>At the present time, this setting is only enabled for <I>disk-shaped</I> emitters.</p>
132    <p class="hint">Adds correction to slightly randomize particle emission locations. Equally spaces particle emission intervals, while also somewhat randomizing emission locations.</p>
133    <p>The figure below shows the effects of adding an offset to particle emission locations and applying 40-degree angle correction.</p>
134    <h5>Sample Configuration</h5>
135    <div class="user_guide">
136      <ul>
137        <li>Emitter Shape: Disk</li>
138        <li>Emission volume: 4</li>
139        <li>Center: 0 degrees</li>
140        <li>Width: 360 degrees</li>
141        <li>Hollowness: 100 %</li>
142        <li><I>Angular Correction: 40 degrees</I></li>
143        <li>Fixed at Center: ON</li>
144        <li>Equally Spaced: ON</li>
145      </ul>
146    </div>
147    <div><img class="user_guide_chart" src="assets/particleeffect_offsetangle.png" alt="Angular Correction"/></div>
148    <a name="ParticleModel" id="ParticleModel"></a>
149    <h2>Model</h2><!-- #BeginLibraryItem "/Library/glossary_particle_model.lbi" --><!-- パーティクルモデル ( particle_model ) -->
150  <p><em>Model</em> applies an effect to the entire particle set after particles are emitted in relation to size, direction and position.<br /> Particle models are always above particle sets in the object hierarchy.</p><!-- #EndLibraryItem --><h3>Model settings</h3>
151    <p>Use the following settings to configure a model.</p>
152    <table>
153      <thead>
154        <tr>
155          <th>Settings</th>
156          <th>Description</th>
157        </tr>
158      </thead>
159      <tbody>
160        <tr>
161          <th>General</th>
162          <td>Enables/disables a model, and enables or disables its display.</td>
163        </tr>
164        <tr>
165          <th>Positioning</th>
166          <td>Changes the model position in terms of Scale/Rotate/Translate.<BR> When the <I>Link </I>checkbox is marked, the Scale settings for the X, Y and Z axes can be set linked.</td>
167        </tr>
168        <tr>
169          <th>Render Priority</th>
170          <td>Sets the render priority of the model.</td>
171        </tr>
172        <tr>
173          <th>Textures</th>
174          <td>Sets the model textures.</td>
175        </tr>
176        <tr>
177          <th>User Data</th>
178          <td>Sets optional data used by the game developer. The data set here is passed as-is to the application, and is not used by CreativeStudio.</td>
179        </tr>
180      </tbody>
181    </table>
182    <h4>Multi-textures</h4>
183    <p>You can set various textures for a model using Texture Coordinator 0 and Texture Coordinator 1. However, the following restrictions apply.</p>
184    <ul>
185      <li>Although settings for repeat, filter and mipmaps can be made independently for both Texture Coordinator 0 and Texture Coordinator 1, Texture Coordinator 1 uses the same values as Texture Coordinator 0 for all other parameters.</li>
186      <li>The only mapping method available with Texture Coordinator 0 is texture coordinate mapping.</li>
187      <li>Only UV sets with a value of 0 are supported.</li>
188    </ul>
189    <h2>Particle Sets</h2><!-- #BeginLibraryItem "/Library/glossary_particle_set.lbi" -->  <!-- パーティクルセット ( particle_set ) -->
190  <p>A <I>particle set</I> is a group of particles that all have the same shape.</p><!-- #EndLibraryItem --><!-- #BeginLibraryItem "/Library/glossary_shape.lbi" --><!-- シェイプ ( shape ) -->
191  <p>A <em>shape</em> is a group of polygons that can be previewed as a shape using CreativeStudio.<br /> A single material can be configured for each shape.</p><!-- #EndLibraryItem --><h3>Particle Set Settings</h3>
192    <p>The following items can be set for particle sets:</p>
193    <table>
194      <thead>
195        <tr>
196          <th>Settings</th>
197          <th>Description</th>
198        </tr>
199      </thead>
200      <tbody>
201        <tr>
202          <th>Particle Shape</th>
203          <td>Sets the shape of particles from when they are emitted from the emitter until they expire.<BR> You can also select whether particles should be rendered in the order emitted, or in the opposite order.</td>
204        </tr>
205        <tr>
206          <th>Lifetime</th>
207          <td>Specifies the duration of the particle from emission until expiration.</td>
208        </tr>
209        <tr>
210          <th>Particle Orientation and Size</th>
211          <td>Set by the scale and rotation.</td>
212        </tr>
213        <tr>
214          <th>Particle Color and Transparency</th>
215          <td>Sets the color and alpha.</td>
216        </tr>
217        <tr>
218          <th>Particle Animation</th>
219          <td>Can configure the particle animation.</td>
220        </tr>
221        <tr>
222          <th>Child particles</th>
223          <td>Can configure child particles.</td>
224        </tr>
225      </tbody>
226    </table>
227    <h4>Particle Shape</h4><!-- #BeginLibraryItem "/Library/glossary_particle_shape.lbi" -->  <p>CreativeStudio can configure the following four particle shape types.</p>
228  <table>
229    <thead>
230      <tr>
231        <th>Settings</th>
232        <th>Description</th>
233      </tr>
234    </thead>
235    <tbody>
236      <tr>
237        <th>Screen-Aligned Billboard</th>
238        <td>The y-axis is tethered to the camera's up direction and the x-axis is always parallel to the camera lens axis. <br /> Particles on the edge of the angle of view are parsed.</td>
239      </tr>
240      <tr>
241        <th>World-Oriented Billboard</th>
242        <td>Rotates to display with the z-axis parallel with the camera lens axis.<br /> Particles on the edge of the angle of view are parsed.</td>
243      </tr>
244      <tr>
245        <th>Y-Axis Billboard</th>
246        <td>Rotates only around the y-axis to display with the z-axis parallel with the camera lens axis.<br /> Particles on the edge of the angle of view are parsed.</td>
247      </tr>
248      <tr>
249        <th>Polygon Plane (XY)</th>
250        <td>A rectangular polygon model.</td>
251      </tr>
252    </tbody>
253  </table>
254<!-- #EndLibraryItem --><p class="hint">The material used in particle effects is the same used in graphics.</p>
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