1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"><!-- InstanceBegin template="/Templates/default_template.dwt" codeOutsideHTMLIsLocked="false" --> 3<head> 4<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5<meta http-equiv="Content-Style-Type" content="text/css" /> 6<!-- InstanceBeginEditable name="CSS の相対パス指定" --> 7<link href="../../../../../common/manual.css" rel="stylesheet" type="text/css" /> 8<!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="ページのタイトル" --> 9<title>Animation Methods</title> 10<!-- InstanceEndEditable --> 11</head> 12<body> 13<div> 14 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 15 <h1>Animation Methods</h1> 16 <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" --> 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> 54 <div class="footer" /> 55</div> 56<hr><p>CONFIDENTIAL</p></body> 57<!-- InstanceEnd --></html> 58