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7<title>Creating a Flame Effect</title>
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10<!-- =================================================== -->
11<h1 id="TUTORIAL_MAKE_EFFECT">Creating a Flame Effect</h1>
12<p>In this tutorial, we describe how to create effects using EffectMaker using a flame effect as an example. </p>
13<p>The basic procedure is given below.</p>
14<ul class="sub_page">
15  <li><a href="#EQUIPMENT">Preparing to Create the Effect</a></li>
16  <li><a href="#SET_EMITTER">Setting the Emitter</a></li>
17  <li><a href="#SET_PARTICLE">Setting Particles</a></li>
18  <li><a href="#TEXTURE_ANIMATION">Setting and Animating Textures</a></li>
19  <li><a href="#SCALE_ANIMATION">Setting and Animating Scale</a></li>
20  <li><a href="#ROTATE_ANIMATION">Setting and Animating Rotation</a></li>
21  <li><a href="#ALPHA_ANIMATION">Setting and Animating Alpha</a></li>
22</ul>
23<!-- =================================================== --> <a name="EQUIPMENT"></a>
24<h2>Preparing to Create the Effect</h2>
25<h3>Loading Provided Files</h3>
26<p>Effect files created for this tutorial are located in the following location.</p>
27<p>&quot; SampleData/Effect/Intermediate/ManualResource/Fire_Effect/Fire_Effect.cptl &quot;</p>
28<p>You can load the files as follows.</p>
29<ul>
30  <li>On the main menu, select File &gt; Open and then select files to load, or</li>
31  <li>Drag and drop files to load on the main window.</li
32>
33</ul>
34<h3>Creating a new project</h3>
35<p>On the main menu, select File &gt; New &gt; Project to open a dialog box for creating new projects. </p>
36<p>Without changing the project name, just press OK.</p>
37<h3>Creating a new effect</h3>
38<p>Press <B>Add a new effect</B> on the Project window tool bar to open a dialog for creating a new effect. </p>
39<p>Enter <I>Fire_Effect</I> for <B>Effect Name</B> and press OK.</p>
40<h3>Loading textures</h3>
41<p>Load the File_Anim.ctex texture file in the Fire_Effect sample folder into the project</p>
42<p>The project window should appear as follows at this point.
43<p class="img"> <img src="images/tutorial_03_01.gif" alt="Preparation"> </p>
44<p>Select the Fire_Effect effect and press F5 to transfer data to the Viewer. </p>
45<p> You can now create the effect while observing changes on the Viewer. </p>
46<a name="SET_EMITTER"></a>
47<h2>Setting the Emitter</h2>
48<p>Sets the shape of the emitter that will emit flame particles.</p>
49<p>Double click on Particle00 located under the Fire_Effect effect to open a Property window.</p>
50<p>Open <B>Emission</B> under <B>Emitter</B> and select <B>Sphere</B> from <B>Emitter Shapes</B>.</p>
51<a name="SET_PARTICLE"></a>
52<h2>Setting Particles</h2>
53<p>Now, we configure the flame particles.</p>
54<h3>Lifespan setting</h3>
55<p>This setting specifies the particle life time from emission until expiration.</p>
56<p>Select <B>Lifespan</B> under <B>Particle</B> and enter the following values. </p>
57<ul>
58  <li>Maximum lifespan  30 </li>
59  <li>Minimum lifespan  20</li>
60</ul>
61<p>This setting causes the lifespan of particles to randomly vary in the range of 20 to 30 frames. </p>
62<h3>Initial velocity setting</h3>
63<p>The initial velocity when a particle is emitted from an emitter is set to zero. </p>
64<p>Select <B>Initial velocity</B> under <B>Particle</B>, and press <B>Delete</B> to disable <B>Random direction</B> (the default setting).</p>
65<h3>Setting fields</h3>
66<p>The flame can be made to appear to rise by applying gravity to particles in the upward direction. </p>
67<p>Select <B>Field</B> under <B>Particle</B>, then select <B>Gravity</B> from the pull-down menu, press <B>Add</B> and settings used to specify the gravity will be added.</p>
68<p>Enter the following values for <B>Gravity</B> parameters.</p>
69<ul>
70  <li>X 0.0</li>
71  <li>Y 1.0</li>
72  <li>Z 0.0</li>
73  <li>Initial speed 0.02</li>
74</ul>
75<h3>Color Settings</h3>
76<p>Sets the color of the particle.</p>
77<p>Select <B>Color</B> under <B>Particle</B> and enter the following RGB values. </p>
78<ul>
79  <li>R 1.0</li>
80  <li>G 0.17</li>
81  <li>B 0.05</li>
82</ul>
83<a name="TEXTURE_ANIMATION"></a>
84<h2>Setting and Animating Textures</h2>
85<p>Textures can be set and then animated using texture patterns.</p>
86<h3>Texture Settings</h3>
87<p>Change the texture beginning from its default state.</p>
88<p>Select <B>Texture mappers</B> under <B>Material</B>, select fire_anim from the pull-down menu, and change the texture. </p>
89<h3>Texture pattern animation settings</h3>
90<p>Four flame patterns have been drawn and placed in the Fire_Anim.ctex texture file. These can be animated one pattern at a time.</p>
91<p>Select <B>Vertex UV translation</B> for <B>Texture 0</B>, then select <B>Texture pattern</B> from the animation pull-down window to enable settings used to specify texture patterns. </p>
92<p>The following table lists texture pattern input values and descriptions.</p>
93<table>
94  <caption>
95  Texture Pattern Settings
96  </caption>
97  <thead>
98    <tr>
99      <td>Item</td>
100      <td>Value</td>
101      <td>Description</td>
102    </tr>
103  </thead>
104  <tbody>
105    <tr>
106      <td>U</td>
107      <td>4</td>
108      <td>The number of patterns in the horizontal direction.</td>
109    </tr>
110    <tr>
111      <td>V</td>
112      <td>1</td>
113      <td>The number of patterns in the vertical direction.</td>
114    </tr>
115    <tr>
116      <td>Playback Order</td>
117      <td>0 - 3</td>
118      <td>Specifies the order in which to send patterns.<BR> Pattern 1 through Pattern 4 are played in order by specifying a value from 0 to 3.</td>
119    </tr>
120  </tbody>
121</table>
122<p class="hint">You can make a texture pattern animation automatically fit inside the lifespan of a particle by setting <B>Playback options</B> to <B>Fit to lifespan</B>.  </p>
123<a name="SCALE_ANIMATION"></a>
124<h2>Setting and Animating Scale</h2>
125<p>Now, we use additive animation to further animate the scene by adding variation to the size of flame particles at the time of particle emission. </p>
126<h3>Scale settings</h3>
127<p>Apply variation to the size of particles when they are emitted from the emitter. </p>
128<p>Select <B>Scale</B> under <B>Particle</B> and enter the following values. </p>
129<ul>
130  <li>X 2 </li>
131  <li>Y 2 </li>
132  <li>Amplitude 25%</li>
133</ul>
134<p>These settings will cause the size of the particle at time of emission to vary in the range from 1.5 to 2.5. </p>
135<h3>Scale animation settings</h3>
136<p>Here, we animate so that particles gradually appear to grow smaller. </p>
137<p>Select <B>Additive animation</B> from the animation pull-down menu to display animation settings. Enter the following values.  </p>
138<ul>
139  <li>X -0.02 </li>
140  <li>Y -0.02 </li>
141</ul>
142<p>These settings cause the particles to appear to gradually grow smaller over time by subtracting a given value each frame. </p>
143<a name="ROTATE_ANIMATION"></a>
144<h2>Setting and Animating Rotation</h2>
145<p>The effect can be animated further by varying the angle at which particles are emitted.</p>
146<h3>Rotation settings</h3>
147<p>Apply variation to angle particles are emitted from the emitter.</p>
148<p>Select <B>Rotation</B> under <B>Particle</B> and enter the following values. </p>
149<ul>
150  <li>Z 360.0 degrees</li>
151  <li>Amplitude Z 100 %</li>
152</ul>
153<p>These settings will cause the angle at which particles are emitted to vary in the range from 0 to 720 degrees. </p>
154<h3>Rotation animation settings</h3>
155<p>Now, we animate by emitting particles at different angles each time the emitter emits one.</p>
156<p>Select <B>Additive animation</B> from the animation pull-down menu to enable animation settings. </p>
157<p>Press the button shown below for opening Curve Editor. Curve Editor will appear. Animations can now be configured by creating curves.</p>
158<p class="img"> <img src="images/tutorial_03_02.gif" alt="Curve Editor button"> </p>
159<p>Create a curve like the following on Curve Editor for Rotate z.</p>
160<p>For information on editing using Curve Editor, see here. →Under construction</p>
161<p class="img"> <img src="images/tutorial_03_03.gif" alt="Rotation animation curve"> </p>
162<table>
163  <caption>
164  Curve Editor Settings
165  </caption>
166  <tr>
167    <th>Frames (Horizontal)</th>
168    <td>0</td>
169    <td>1</td>
170    <td>2</td>
171    <td>3</td>
172    <td>4</td>
173  </tr>
174  <tr>
175  <th>Value (Vertical)</th>
176    <td>-5.5</td>
177    <td>-2.5</td>
178    <td>5.5</td>
179    <td>2.5</td>
180    <td>0</td>
181  </tr>
182</table>
183<p class="hint">A different rotation animation results by setting <B>Playback options</B> to <B>Random table</B>. This is due to randomly adding a value from the curve just created each time the emitter emits a particle.</p>
184<a name="ALPHA_ANIMATION"></a>
185<h2>Setting and Animating Alpha</h2>
186<p>Particle alpha is animated using <B>In/out animation</B>.</p>
187<h3>Alpha animation</h3>
188<p>Particles can be animated so they appear to gradually appear and then gradually disappear over their lifespan. </p>
189<p>Open <B>Alpha</B> under <B>Particle</B> and select <B>In/out animation</B> from the animation pull-down menu. Settings used for in/out animation will be shown. Make the following settings.</p>
190<p class="img"> <img src="images/tutorial_03_04.gif" alt="Alpha in/out animation"> </p>
191<table>
192  <caption>
193  Content of four key frame settings during in/out animation
194  </caption>
195  <tr>
196    <th>Frames (Horizontal)</th>
197    <td>0.0</td>
198    <td>0.0</td>
199    <td>0.65</td>
200    <td>1.0</td>
201  </tr>
202  <tr>
203  <th>Value (Vertical)</th>
204    <td>1</td>
205    <td>1</td>
206    <td>1</td>
207    <td>0.25</td>
208  </tr>
209</table>
210<p>The following is an image of the finished flame effect. </p>
211<p class="img"> <img src="images/tutorial_03_05.gif" alt="Result of alpha animation"> </p>
212<hr><p>CONFIDENTIAL</p></body>
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