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"> 3<!-- InstanceBegin template="/Templates/default_template.dwt" codeOutsideHTMLIsLocked="false" --> 4<head> 5<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 6<meta http-equiv="Content-Style-Type" content="text/css" /> 7<!-- InstanceBeginEditable name="CSS の相対パス指定" --> 8<link href="../../../../common/manual.css" rel="stylesheet" type="text/css" /> 9<!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="ページのタイトル" --> 10<title>Particle Effect Content</title> 11<!-- InstanceEndEditable --> 12</head> 13<body> 14<div> 15 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 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 "shapes" 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> 255 <!-- InstanceEndEditable --> </div> 256 <div class="footer" /> 257</div> 258<hr><p>CONFIDENTIAL</p></body> 259<!-- InstanceEnd --> 260</html>