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>Particle Set Settings</title> 10<!-- InstanceEndEditable --> 11</head> 12<body> 13<div> 14 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 15 <h1>Particle Set Settings</h1> 16 <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" --> <a name="particle_set_animation" id="particle_set_animation"></a> 17 <h2>Particle Set Settings and Animation</h2> 18 <p>This section describes particle set settings and animation.</p> 19 <a name="work_memory" id="work_memory"></a> 20 <h3>Working Memory at Runtime (Accuracy of displays can currently be confirmed only on actual consoles.) )</h3> 21 <!-- #BeginLibraryItem "/Library/glossary_particle_work_memory.lbi" --> <!-- 実行時ワークメモリ ( particle_work_memory ) --> 22 <p><em>Working memory at runtime</em> is a feature that allocates the amount of memory that can be used by the particle set in question and applies limitations so that unneeded memory is not used by specifying the number of particles to be emitted. This can be set for each particle set.</p> 23 <p class="hint"> The <em>Calculate automatically</em> option on the Particle Set panel of CreativeStudio can be used to calculate this value.</p> 24 <!-- #EndLibraryItem --> 25 <p>The following figure shows the effect on the memory size allocated for a given particle set and the number of particles being emitted when using the example settings.</p> 26 <h5>Specify the same value as the maximum number of displayed particles for the memory size.</h5> 27 <p>This example is for when the number of displayed particles is 4 and the size of working memory at runtime is also set to 4.<br /> Because the allocated memory size is 4, any particles beyond that cannot be emitted. <br /> As a result, the number of displayed particles may be 4 or 2.</p> 28 <h6>Sample Configuration</h6> 29 <div class="user_guide"> 30 <ul> 31 <li><em>Particle Emitter Settings</em> 32 <ul> 33 <li>Emission volume: 2</li> 34 <li>Emission Interval: 50</li> 35 </ul> 36 </li> 37 <li><em>Particle Set Settings</em> 38 <ul> 39 <li><em>Size of working memory at runtime: 4</em></li> 40 <li>Lifetime: 100</li> 41 </ul> 42 </li> 43 </ul> 44 </div> 45 <div><img class="user_guide_chart" src="assets/particleeffect_work_memory01.png" alt="When the size of working memory at runtime is 4"/></div> 46 <h5>Specify a value for the memory size where the number of particles that overflow memory is added to the maximum number of displayed particles</h5> 47 <p>This example is for when the number of displayed particles is 4 and the size of working memory at runtime is set to 6.<br /> The amount of memory allocated is given by adding the number of particles that overflow memory (2) to the number of displayed particles (4).<br /> As a result, the number of displayed particles will be maintained at 4.</p> 48 <h6>Sample Configuration</h6> 49 <div class="user_guide"> 50 <ul> 51 <li><em>Particle Emitter Settings</em> 52 <ul> 53 <li>Emission volume: 2</li> 54 <li>Emission Interval: 50</li> 55 </ul> 56 </li> 57 <li><em>Particle Set Settings</em> 58 <ul> 59 <li><em>Size of working memory at runtime: 6</em></li> 60 <li>Lifetime: 100</li> 61 </ul> 62 </li> 63 </ul> 64 </div> 65 <div><img class="user_guide_chart" src="assets/particleeffect_work_memory02.png" alt="When the size of working memory at runtime is 6"/></div> 66 <p class="warning">Particle emission can be made to appear intermittent by setting a value lower than the actual emission volume.<br /> Note, however, that this cannot be used as an expression because values change depending on memory usage.</p> 67 <h3>Particle Lifetime</h3> 68 <p>This specifies the particle lifetime as a number of frames.</p> 69 <h4>Random Particle Lifetime</h4> 70 <p>You can specify a random particle lifetime. Specify a <I>maximum</I> and <I>minimum</I> value for the particle lifetime.</p> 71 <h5>Formulas</h5> 72 <p class="system">Minimum + Random Value (Maximum - Minimum)</p> 73 <h6>Examples</h6> 74 <p>For a minimum value of 100 and a maximum value of 200, this equation would be <CODE>100 + Random Value (200 - 100)</CODE>, producing particle lifetimes between 100 and 200.</p> 75 <h3>Transformation Animation</h3> 76 <p>Animations that <I>scale</I> and <I>rotate</I> a particle are represented by moving the location of the four vertices of a rectangle.</p> 77 <p>The figure below shows an example changing the horizontal (X-axis) scale of a particle by 2x.</p> 78 <img class="user_guide_chart" src="assets/particleeffect_transformanim.png" alt="Transformation Animation"/> <a name="particle_center" id="particle_center"></a> 79 <h4>Center Offset</h4> 80 <p>The center can be changed when performing scale or rotation by applying an offest from the center of a particle.</p> 81 <p>The following figure shows operations when making four locations other than the model's center (left, right, up and down) as the center using an example in which the scale and rotation values are varied in the positive direction.</p> 82 <img class="user_guide_chart" src="assets/particleeffect_transform_center.png" alt="Transform Center"/> 83 <h4>Scale (Extended)</h4> 84 <p>The scale (extended) is used as the location to animate when you are using the <I>Overwrite Previous Value</I> method and want to inherit either the value from applying an <I>amplitude</I> to the scale standard value, or the inherited scale value when used as a child particle. (Presently, there is no support for sale inheritance when used as a child particle.)</p> 85 <p>The figure below shows an example of configuring an amplitude with the scale standard value and then creating an animation for scale (extended) based on that value and using the <I>Overwrite Previous Value</I> method.</p> 86 <img class="user_guide_chart" src="assets/particleeffect_expand.png" alt="Scale (Extended)"/> 87 <h4>Directional</h4> 88 <p>The directional can be configured for particle rotation animations. Particle orientation can be controlled. The control method differs depending on the settings.</p> 89 <h5>Speed</h5> 90 <p>Particles are tilted in the direction having speed.<br /> They are effected by animations that change according to speed.<br /> The following figure is a conceptual image for when the directional setting is set to <em>speed</em>.</p> 91 <img class="user_guide_chart" src="assets/particleeffect_directional01.png" alt="Directional Speed"/> 92 <h5>Direction of movement from the previous frame</h5> 93 <p>When determining the direction of motion for particles in the current frame, particles are tilted in the direction of motion by looking at their position in the immediately previous frame. They are effected by animations that change according to speed.<br /> The following figure is a conceptual image for when the directional setting is set to <em>Movement direction from the previous frame</em>.</p> 94 <img class="user_guide_chart" src="assets/particleeffect_directional02.png" alt="Directional - Movement direction from the previous frame"/> 95 <p>The figure below shows the effect on particle tilt for a spin animation changing in the direction of movement, where the Directional is set to the direction of movement from the previous frame.</p> 96 <img class="user_guide_chart" src="assets/particleeffect_directional02_smpl.png" alt="Example of direction of movement from the previous frame"/> 97 <p class="warning">The Directional shows no visible effect from the type of particle shape.<br /> We recommend using together with either the polygon plane (XY) or the Y-axis billboard. (There is a proposal for a future release to transmit the rotational value at the time of child particle generation.)</p> 98 <h3>Color and Alpha Animation</h3> 99 <p>Particle effect color and alpha animations are represented by simultaneously changing the color and alpha of all four vertices of a rectangular polygon.</p> 100 <p>The figure below shows an example changing the particle vertex color from light blue to green, and the alpha from opaque to translucent.</p> 101 <img class="user_guide_chart" src="assets/particleeffect_coloranim.png" alt="Color and Alpha Animation"/> 102 <h3>Texture Coordinate Animation</h3> 103 <p>Animations changing the texture coordinates of a particle effect are represented by moving the UV coordinates of the four vertices of a rectangle.</p> 104 <p>The figure below shows an example changing the horizontal (texture coordinate U-axis) scale of a particle by 2x.</p> 105 <img class="user_guide_chart" src="assets/particleeffect_textureanim.png" alt="Texture Coordinate Animation"/> 106 <p class="warning">For particle effects, 3ds Max is the only UV coordinate calculation method for the four vertices of a rectangular polygon.</p> 107 <p>For details on UV coordinate calculation methods, click here. 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