![]() ![]() Even though people started experimenting with computer graphics as early as the 1940s, it was during the early 1960s that computer graphics rocketed.ĭuring that time, digital computers had already become widely established and became mainstream in the 1970s, after the mass production of the microprocessor in 1971. The history of computer animation began a few decades later. Animation is widely used in the education sector as well as for research purposes to create realistic scientific visualizations. Various other industries, such as Advertisement, Marketing, Gaming, Retail, Architecture, and Engineering, use animation in multiple ways. Nowadays, animation is not only used in the entertainment industry. TODO: deep explanations, more samples, upload the file.Since the creation of the world’s first animated film in 1908 by French cartoonist and animator Émile Cohl, the world of animation has come a long way. It is copyright of Genete but released for Public Domain. Those lines represents the maximum angle values that the particles can be randomly shot. A long line (in this case points to 45 DEG with the horizontal.NOTE to me: Attach a circle composited to the values of the corners and split the XSpread and YSpread as converted types. Unfortunately I've not found a way to direct manipulation on it. It is dynamically link to its current value. It is the Xspread*YSpread random area where the particles are shoot from. Select the circle under 'Origin' Group layer. You can directly manipulate that circumference to place the Origin of the particles source at different times. Its center is located at X Origin, Y Origin. Particles template and his widgets in action I have added some widgets to aid to know what are the current values of the parameters. small: this is a shared parameter to create the widgets.Particles Index: This is the needed exported value for the Duplicate layer.Boolean.Īlso the template include some other parameters: ![]() They follow only the movement of a free projectileĪnimated and acts over all the particles at the same time. It means that when they are shot they are unlinked from the particles source, so if the particles source moves they don't follow. By defect the particles are free floating. This is a new parameter from the old version. ![]() To enable them again you have to place two ON/OFF waypoints together When you check on this boolean parameter you disable the particles visibility. This parameter works properly in this version. It has a lag of response the same time of the Life Time, so you change it at time T and get full amount at time T+LifeTime. It allows set the amount of particlesĪnimated. That's relative speed of the particles time in relation with the animation time.Īnimated it speeds or slows down the animation. Changing it you simulate some sort of wind.Īnimated and acts over all the particles at the same time like the Damping coefficient. That's the gravity force angle with the horizontal. That's the gravity force, you know it very well.Īnimated and acts over all the particles at the same time like the Damping coefficient. More damping more stopped is the particle after its shot.Ĭan be animated with funny results because it acts to al particles at the same time. If it is 0 all the particles are shot with the same angle.Īnimated. That's the amount of random variation of the angle of the initial velocity. That's the angle of the initial velocity of the particles shot with the horizontal. If it is 0 all the particles are shot with the same velocity. ![]() That's amount of random variation of the initial velocity for each particle. That's the initial velocity of the particles shot. The Y start position is is calculated based on Y Origin+random*Y size That's a half of the width where the start Y position of each particle is randomly calculated every time it is shot. That's a half of the width where the start X position of each particle is randomly calculated every time it is shot.The X start position is calculated based on X Origin+random*X size That's a Y origin of the shooting point.The Y start position is calculated based on Y Origin+random*Y size That's a X origin of the shooting point.The X start position is calculated based on X Origin+random*X size It can be animated but produce strange things if particles are visible. That's the amount of time that the particle is visible during its own animation (form 0f to Life time) That's the amount of time that a particle is travelling since it was shot. It works very similar to the first version but instead of make all the duplication of the layers manually it is produced using the mentioned Duplicate Layer. This is the last version of the particles template that makes use of the Duplicate Layer feature. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |