1<html> 2<head> 3<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> 4<title>NW4C Effects Development Environment Glossary</title> 5<link rel="stylesheet" href="./css/mainpage.css" type="text/css"> 6</head> 7<body bgcolor="#eeeeee" text="#000000"> 8<h3>NintendoWare for CTR</h3> 9<h1>Effects Development Environment Glossary</h1> 10<p>This glossary defines terms and describes configurations commonly used in the effects 3D development environment, presented in alphabetical order.</p> 11<p>There is a separate glossary for terms relating to 3D graphics in general.</p> 12<p>For details on CTR graphics features, see the <I>Introduction to CTR Graphics</I>.</p> 13<p><strong>2011-02-28</strong></p> 14<h2>Index</h2> 15<table border="0"> 16 <tr valign="top"> 17 <td><ul> 18 <li><a href="#child_particle">Child particles</a></li> 19 </ul> 20 <ul> 21 <li><a href="#copying_resources">Copying resources</a></li> 22 </ul> 23 <ul> 24 <li><a href="#emitter">Emitters</a></li> 25 </ul> 26 <ul> 27 <li><a href="#four_key_systems">Four key systems</a></li> 28 </ul> 29 <ul> 30 <li><a href="#initial_velocity">Initial velocity</a></li> 31 </ul> 32 <ul> 33 <li><a href="#life_fit">Life fit</a></li> 34 </ul> 35 <ul> 36 <li><a href="#number_of_frames_specified_loop">Number of frames specified loop</a></li> 37 </ul> 38 <ul> 39 <li><a href="#particle">Particle</a></li> 40 <li><a href="#particle_amplitude">Particle amplitude</a></li> 41 <li><a href="#particle_effect">Particle effect</a></li> 42 <li><a href="#particle_emitted_time">Particle emitted time</a></li> 43 <li><a href="#particle_life">Particle life</a></li> 44 <li><a href="#particle_set">Particle set</a></li> 45 <li><a href="#particle_shape">Particle shape</a></li> 46 </ul> 47 <ul> 48 <li><a href="#random_table">Random table</a></li> 49 </ul> 50 <ul> 51 <li><a href="#random_offset">Random offset</a></li> 52 </ul> 53 <ul> 54 <li><a href="#run-time_working_memory">Run-time working memory</a></li> 55 </ul></td> 56 </tr> 57</table> 58<a name="child_particle"> 59<h2>Child particles</h2> 60</a> 61<p>Child particles are particle sets that can be called (from other particle sets) as emitters of particles.</p> 62<p>Velocity can be transferred from emitting particles (i.e., parent particles) to child particles.</p> 63<a name="copying_resources"> 64<h2>Copying resources</h2> 65</a> 66<p>Resource that are specified by this option are copied at runtime, and it is these copies that get used.</p> 67<p>The application programmer can change the parameters of these copied features to make different variations.</p> 68<a name="emitter"> 69<h2>Emitters</h2> 70</a> 71<p>These can be created in the particle emitter panel, where you can configure the shape, size, direction, and position.</p> 72<p>The shape, size, direction, and position of an emitter only has an effect when particles are being emitted.</p> 73<a name="four_key_systems"> 74<h2>Four key systems</h2> 75</a> 76<p>These are low-load animations comprised of key information for only four locations.</p> 77<p>Specialized for fade-ins and fade-outs, this method provides a simple way to make animations like particle alpha animations without using the curve editor.</p> 78<a name="initial_velocity"> 79<h2>Initial velocity</h2> 80</a> 81<p>The speed at the instant when a particle is emitted from an emitter.</p> 82<p>If there are effects of external forces like gravity, the particle will maintain this initial velocity as it moves.</p> 83<a name="life_fit"> 84<h2>Life fit</h2> 85</a> 86<p>This is a playback option that automatically links animations created on the Curve editor panel with particle lifetimes.</p> 87<a name="number_of_frames_specified_loop"> 88<h2>Number of frames specified loop</h2> 89</a> 90<p>This is a playback option that loops animations created in the Curve editor panel based on the specified frames.</p> 91<a name="particle"> 92<h2>Particle</h2> 93</a> 94<p>The term refers to a system that can generate multiple "shapes" and control their shape, color and movement as a group.</p> 95<p>Games use particles for effects like fire and water.</p> 96<p>The term "particle" can also refer to the individual particle entity.</p> 97<a name="particle_amplitude"> 98<h2>Particle amplitude</h2> 99</a> 100<p>This is a feature for entering random values for the standard value at the time of particle generation.</p> 101<p>The amplitude width is defined by the expression: Standard value ± (Random number x Standard value)</p> 102<p>The random numbers are in the range of 0 to 1.</p> 103<a name="particle_effect"> 104<h2>Particle effect</h2> 105</a> 106<p>This is a feature for creating screen effects using particles.</p> 107<p>With the exception of texture images, all can be created using EffectMaker.</p> 108<p>Particle effects are comprised of three types of content: emitters, models, and particle sets.</p> 109<a name="particle_emitted_time"> 110<h2>Particle emitted time</h2> 111</a> 112<p>This period encompasses the time when particles start to be emitted from the emitter and continue to be emitted.</p> 113<a name="particle_life"> 114<h2>Particle life</h2> 115</a> 116<p>This period encompasses the time until a particle disappears after being emitted from the emitter.</p> 117<p>Each particle can have its own, different value.</p> 118<a name="particle_set"> 119<h2>Particle set</h2> 120</a> 121<p>A particle set is the group of particles for a given single shape.</p> 122<a name="particle_shape"> 123<h2>Particle shape</h2> 124</a> 125<p> 126<p>EffectMaker can configure four types of particle shapes.</p> 127<table class="arguments"> 128 <tr> 129 <th>Settings</th> 130 <th>Description</th> 131 </tr> 132 <tr> 133 <th>Screen-Aligned Billboard</th> 134 <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> 135 </tr> 136 <tr> 137 <th>World-Oriented Billboard</th> 138 <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> 139 </tr> 140 <tr> 141 <th>Y-Axis Billboard</th> 142 <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> 143 </tr> 144 <tr> 145 <th>Polygon Plane (XY)</th> 146 <td>A rectangular polygon model.</td> 147 </tr> 148</table> 149<a name="random_table"> 150<h2>Random table</h2> 151</a> 152<p>This is a playback option for randomly getting values for individual particles during emission.</p> 153<a name="random_offset"> 154<h2>Random offset</h2> 155</a> 156<p>Randomizes the starting key frame for animation playback on a per-particle basis.</p> 157<a name="run-time_working_memory"> 158<h2>Run-time working memory</h2> 159</a> 160<p>This is the maximum number of particles that can be handled in the particle set at runtime.</p> 161<br> <br> <br> 162<hr> 163<br> <br> 164<p>All company and product names in this document are the trademarks or registered trademarks of their respective companies.</p> 165<br> <br> <br> <br> <br> <br> <br> <br> <br> <br> 166<hr><p>CONFIDENTIAL</p></body> 167</html>