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9<title>Animation Methods</title>
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15  <h1>Animation Methods</h1>
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17  <p>This section describes how to animate particle effects in CreativeStudio.</p>
18  <a name="how_to_animate" id="how_to_animate"></a>
19  <h2>Animation Methods</h2>
20  <h3>Add to Previous Value</h3>
21  <!-- #BeginLibraryItem "/Library/glossary_particle_animation_addition.lbi" --> <!-- 前の値に加算 ( particle_animation_addtion ) -->
22  <p>The <I>add to previous value</I> method animates by adding a value to the value from the previous frame every frame. Use this to animate at a set speed.</p>
23  <!-- #EndLibraryItem -->
24  <h4>Standard Value</h4>
25  <p>This is the standard value for animation. </p>
26  <h4>Amplitude</h4>
27  <!-- #BeginLibraryItem "/Library/glossary_particle_amplitude.lbi" --> <!-- 振れ幅 ( particle_shaped_width ) -->
28  <p><I>Amplitude (%)</I> is a random value multiplied by the standard value at the time of particle generation.</p>
29  <h5>Amplitude Formula</h5>
30  <p class="system">Standard Value ± (Random Value × Standard Value)</p>
31  <!-- #EndLibraryItem -->
32  <h6>Examples</h6>
33  <p>For a standard scale value of 10 and an amplitude set to 50%, this equation would be <CODE>10 + ((Random value between -0.5 and 0.5) × 10)</CODE>, producing scale values ranging between 5 and 15.</p>
34  <!-- #BeginLibraryItem "/Library/glossary_random.lbi" --> <!-- ランダム ( random ) -->
35  <p><I>Randomness</I> is a feature that provides variety to the results of a calculation by multiplying a parameter by a random number.</p>
36  <!-- #EndLibraryItem -->
37  <h4>Default Value</h4>
38  <p>The configured default value is added to the standard value every frame to produce an animation at a set speed.</p>
39  <p class="hint">For animations created in the <B>Curve Editor</B> panel, the key frame value is added every frame.</p>
40  <h3>Overwrite previous value</h3>
41  <!-- #BeginLibraryItem "/Library/glossary_particle_animation_overwrite.lbi" --> <!-- 前の値に上書き ( particle_animation_overwrite) -->
42  <p>The <I>overwrite previous value</I> method animates by overwriting the value from the previous frame with a specified value every frame. This can be convenient, as it can be simpler to control an animation using the animation curve.</p>
43  <!-- #EndLibraryItem -->
44  <h4>Default Value</h4>
45  <p>The value from the previous frame is overwritten with the default value. For animation curves created in the <B>Curve Editor</B> panel, the values are overwritten in that animation.</p>
46  <a name="reproduction_order" id="reproduction_order"></a>
47  <h3>Playback Order</h3>
48  <p>The playback order is used for moving the vertex UV coordinates for a texture when a <I>texture pattern</I> is selected.</p>
49  <!-- #BeginLibraryItem "/Library/glossary_particle_pattern_animation.lbi" --> <!-- パーティクルのパターンアニメーション ( particle_pattern_animation ) -->
50  <p><em>Texture pattern animation by moving vertex UV</em> is a method of switching the image being displayed by moving the texture coordinates (UV) of each particle vertex for a single texture image where multiple images have been arranged horizontally or vertically.</p>
51  <!-- #EndLibraryItem -->
52  <p>The figure below shows a method of applying pattern animation using vertex UV coordinate animation on a texture image in which the letters A, B, C, and D have been arranged horizontally in a strip of 32 x 32-pixel grids.</p>
53  <img class="user_guide_chart" src="assets/particleeffect_playback.png" alt="Playback Order"/> <!-- InstanceEndEditable --> </div>
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