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10<title>Animation Methods</title>
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16    <h1>Animation Methods</h1>
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18    <p>This section describes how to animate particle effects in CreativeStudio.</p>
19    <a name="how_to_animate" id="how_to_animate"></a>
20    <h2>Animation Methods</h2>
21    <h3>Add to Previous Value</h3>
22    <!-- #BeginLibraryItem "/Library/glossary_particle_animation_addition.lbi" --> <!-- 前の値に加算 ( particle_animation_addtion ) -->
23    <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>
24    <!-- #EndLibraryItem -->
25    <h4>Standard Value</h4>
26    <p>This is the standard value for animation. </p>
27    <h4>Amplitude</h4>
28    <!-- #BeginLibraryItem "/Library/glossary_particle_amplitude.lbi" --> <!-- 振れ幅 ( particle_shaped_width ) -->
29    <p><B>Amplitude (%)</B> is a random value multiplied by the standard value at the time of particle generation.</p>
30    <h5>Amplitude Formula</h5>
31    <p class="system">Standard Value &plusmn; (Random Value &times; Standard Value)</p>
32    <!-- #EndLibraryItem -->
33    <h6>Example</h6>
34    <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) &times; 10)</CODE>, producing scale values ranging between 5 and 15.</p>
35    <!-- #BeginLibraryItem "/Library/glossary_random.lbi" --> <!-- ランダム ( random ) -->
36    <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>
37    <!-- #EndLibraryItem -->
38    <h4>Default Value</h4>
39    <p>The configured default value is added to the standard value every frame to produce an animation at a set speed.</p>
40    <p class="hint">For animations created in the <B>Curve Editor</B> panel, the key frame value is added every frame.</p>
41    <h3>Overwrite previous value</h3>
42    <!-- #BeginLibraryItem "/Library/glossary_particle_animation_overwrite.lbi" --> <!-- 前の値に上書き ( particle_animation_overwrite) -->
43    <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>
44    <!-- #EndLibraryItem -->
45    <h4>Default Value</h4>
46    <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>
47    <a name="reproduction_order" id="reproduction_order"></a>
48    <h3>Playback Order</h3>
49    <p>The playback order is used for moving the vertex UV coordinates for a texture when a <I>texture pattern</I> is selected.</p>
50    <!-- #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 ) -->
51    <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>
52    <!-- #EndLibraryItem -->
53    <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>
54    <img class="user_guide_chart" src="assets/particleeffect_playback.png" alt="Playback Order"/> <a name="four_key" id="four_key"></a>
55    <h3>Overwrite previous value using four-key method</h3>
56    <p>The four-key method is a low-overhead animation technique configured using information from just four animation key locations.<BR> <br /> This technique is particularly used for fade-in and fade-out animations. It is also used for particle alpha animations to make particles gradually appear and/or disappear. This allows the creation of simple animations without using Curve Editor.</p>
57    <p>The figure below depicts an example of what happens to scale parameters when overwriting the previous value using the four-key method.</p>
58    <table>
59      <thead>
60        <tr>
61          <th>Parameters</th>
62          <th>Description</th>
63        </tr>
64      </thead>
65      <tbody>
66        <tr>
67          <th>Fade-In end time</th>
68          <td>Specifies the time interval for completely changing from start values to intermediate values within the range from 0.0 to 1.0.</td>
69        </tr>
70        <tr>
71          <th>Fade-Out start time</th>
72          <td>Specifies the time to start changing from the intermediate value to the end time within the range 0.0 to 1.0.</td>
73        </tr>
74        <tr>
75          <th>Start-time value</th>
76          <td>Specifies the value when the animation starts.</td>
77        </tr>
78        <tr>
79          <th>Mid-time value</th>
80          <td>Specifies the value at the point changes to the value stop.</td>
81        </tr>
82        <tr>
83          <th>End-time value</th>
84          <td>Specifies the value when animation ends.</td>
85        </tr>
86      </tbody>
87    </table>
88    <p>The table below gives an example of overwriting previous values using the four-key method for alpha animation of a particle with a 100-frame lifespan.</p>
89    <h6>Example</h6>
90    <p>Using a fade-in end time of 0.2, and a fade-out start time of 0.8, the alpha value is made to vary from 0 at start time, to one at mid-time, and 0 at end-time. This will result in an animation where particles gradually appear until Frame 20 and gradually disappear beginning from Frame 80.</p>
91    <img class="user_guide_chart" src="assets/particleeffect_in_out_animation.png" alt="Overwrite previous value using four-key method"/>
92    <p class="hint">Overwriting the previous value using the four key method can be used to animate scale, scale (extended), Color, and Alpha.</p>
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