Add transcription for: Ribbon Trail Life.wav
Browse files
transcriptions/Ribbon Trail Life_transcription.json
ADDED
|
@@ -0,0 +1,8 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"text": " And so one last thing I want to do is I want to name this, just gonna call this orbit. And I want to attach a ribbon trail to these spheres as they go around, as they orbit around. So in order to do that, I'm going to create a new particle sprite emitter, and this is going into Uncharted territory. What we're going to do is I'm going to, under type data, I'm going to do ribbon data, which is at the bottom. And so what that is set for, what that is going to be set at is you can see these values here we're going to do, you see sheets per trail, max trail count, you can see it, we have this little like sort of ribbon at the center here, sort of spawning. So what we wanna do is we wanna modify max trail count. So this will increase the amount of sheets that are being spawned. This is the only value you need to worry about here is just to increase the maxTrail count a bit. Let me make sure on that. The only other thing is that the distanceTescalationStepSize, I put it 0, which I think smooths it out a little bit. So it's only those two values, is a maxTrailCount of 10. And then a distanceTescalationStepSize, we set that at 0. For the spawnRape, we're actually going to check that off, because we are not going to take the spawnRape into account here. We're going to use another spawn parameter here, which is going to be the ribbon spawn, which is going to attach to these orbs that are orbiting around here. So spawn rate, we're gonna check that off. Under lifetime, I'm going to set this with a constant of one. With color by life, I'm going to set a couple values here for the constant, for the value by life, I'm just gonna put this a bright red color for now, just so it's easy to see. And then Alpha by Life, I'm going to do a couple points here. So the ribbon trail will have this nice fade in and out along its lifetime. So what I'm going to do here is I'm going to put a value of 0 and 0. I'm going to do a value of 0.2 and 1. So 20% of the particle is life, it'll be fully opaque. Then I'm going to create two more points here. Then at a value of 0.5, I'm gonna put that at one. And then a value of one, I'm gonna have it be zero. So you can see it's fading in and fading out now, which is nice. I'm also going to do a size by life, which will put an interesting effect to it. So I'm just size by life, I'm just going to put this at, I'm gonna put this at zero, zero across the board for the beginning of its life. And then here, I'm gonna put a value of 10 at the end of its life here. So you can see it has this nice kind of fountain effect to it now. I might actually increase that a bit to like 20. That's a little bit too high. Let's see. You do five. So yeah, something like that. So along the ribbon's life, you can see at the center here, it's coming out like this fountain here, which is pretty nice to see, and then it's fading as it goes. But you can see it's kind of scrunching at the center here, so we need to attach it to a source so it can start going around with these orbiting spheres that we have going around the particle effect here. So really quick here, I'm going to go under trail. I'm gonna hit source. So what we're doing here is under source method, we want to do pet to scrim. I'm not sure what that means, but we need it attached to a particle. So we're gonna select particle. And so the source name, we need to pick the name of the admitter. So we named this orbit. So under source, we're going to type in orbit and needs to match exactly what the name of the particle is here. So you can see it changed a little bit. Something's happening here. We want to keep the source strength set at 100. And then the last thing we want to do is under spawn, we want to do spawn per unit. And so here I'm going to do movement tolerance of five. We're going to check off process spawn rate. And then spawn per unit, we're going to set that at 1. So you can see now these ribbon trails are following the particles as they move around here. So this is a lot of things to turn on. Ribbons are a little bit finicky and you need to be patient with them. They have a lot of things to turn on in order to get them to work right. Just to go through it again, we do ribbon data. I can increase this max trail count and see if it... Yeah, it takes away a little bit of... Let me actually increase this up to 8. Let's see here. 50. Let's do 1. I see. We're going to do the max trail count, set it 5. Three particles. What this is doing here is the maxTrailCount is setting to as many particles as there are spawning. So to make sure that every particle that we have here under orbit gets a ribbon trail. So we want to set this maxTrailCount at five. I think if you go higher on this, it'll start to kind of phase out where only one particle will get the trail, which is something we do not want. Sheets per trail, let me try increasing that. Let me do something. I'm just gonna punch in some crazy numbers here and see what happens. And of course, if you hold your cursor over it, you can get a little bit of info. Sometimes it's very useful, sometimes it's not so useful, but for this, we can kinda see what's going on here. Then one other thing I wanna, what might be, yeah, let me try this, is the distribution vector constant. Let me do a scale of one across the board. Okay, interesting. So let me go back to size by life here. Okay, so I put the original scale down, so I needed to increase this scale and the size by life. So back to ribbon data, MaxTrialCount of five, distance, resolution, step size at zero. Make sure that stuff in the required is, try facing camera position. Interesting. I don't think I need to do anything with screen alignment. I'm going to click on Use Local Space. I'm going to do that with this one too so we can move around the particle on the scene if we need. And if you don't see anything here, oh, there they are. You can see them orbiting around. Let me go down really quick here. So lifetime, we have it set at one. Spawn rate is checked off. Color over life is set up. Size by life is set up. Let's go to the source here and make sure everything is set the way we need. So particle. set to the particle's name, constant of 100. If I set this at one, doesn't look like too much is changing here. If I put this at 1000, what happens? Yeah, it looks like the number Over here in source strength, if we set it at 100, it should be good. Then spawn per unit. Let's make sure everything's set there. Unit scalar. Let me set that at 1. Interesting. It looks like it's spawning a lot more sheets. Let me try 100. So it looks like you have, you get more sheets so you get kind of more scrunchiness the lower number you go. So let me set this at 100 here. Movement tolerance. If I set this to something higher here. Let me put that at 1. Then process spawn rate is checked off. You do max trail and particle count. If I put that back at 1, what happens? Me increase sheets per trail. It's looking a little better. I'm trying to take out a bit of the sort of facetness that you're seeing in the particle ribbon trail here. Yeah, like I said, ribbon trails and particles can be a little bit finicky and tough to troubleshoot, But this can definitely be figured out. Oh, I think I know what it is. After all this, I need to delete velocity. There we go. You see how smooth it is now. The reason the particle sheets were doing that was the velocity was influencing the velocity mode that I had set there was sort of putting this sort of turbulent noise in the particle sheet there. So that is what was going on. So let me go back through here and kind of set it back to anything that I was kind of messing with here. So there we go. So setting this max drill back at 10, so 1, 10, 500, source, I'm going to go and double check to make sure everything is set there, and then spawn per unit. I'm going to set this back to 50, then 5, and then 1 and 0. Okay. Yeah, so there we go. Now we have a smooth ribbon effect that is following these orbiting particles around. I might actually, with the size by life, I might put this down a little bit to like 15 or something like that. And so with that, and it's actually still kind of scooting a bit. So let me make sure that the alpha over life is set up the way we need. It's actually looking pretty good there, so let me just restart the SIM. One of the things you can also just restart the SIM to, and that can work there. And so, yeah, with that, we have a basic orbiting effect for some of these magical elements that we have here. And we're going to move on now to how we can take this that we've learned and start applying it to things like flocks of birds, swarms of insects, schools of fish, and get them following points around in space.",
|
| 3 |
+
"segments": [
|
| 4 |
+
{
|
| 5 |
+
"text": " And so one last thing I want to do is I want to name this, just gonna call this orbit. And I want to attach a ribbon trail to these spheres as they go around, as they orbit around. So in order to do that, I'm going to create a new particle sprite emitter, and this is going into Uncharted territory. What we're going to do is I'm going to, under type data, I'm going to do ribbon data, which is at the bottom. And so what that is set for, what that is going to be set at is you can see these values here we're going to do, you see sheets per trail, max trail count, you can see it, we have this little like sort of ribbon at the center here, sort of spawning. So what we wanna do is we wanna modify max trail count. So this will increase the amount of sheets that are being spawned. This is the only value you need to worry about here is just to increase the maxTrail count a bit. Let me make sure on that. The only other thing is that the distanceTescalationStepSize, I put it 0, which I think smooths it out a little bit. So it's only those two values, is a maxTrailCount of 10. And then a distanceTescalationStepSize, we set that at 0. For the spawnRape, we're actually going to check that off, because we are not going to take the spawnRape into account here. We're going to use another spawn parameter here, which is going to be the ribbon spawn, which is going to attach to these orbs that are orbiting around here. So spawn rate, we're gonna check that off. Under lifetime, I'm going to set this with a constant of one. With color by life, I'm going to set a couple values here for the constant, for the value by life, I'm just gonna put this a bright red color for now, just so it's easy to see. And then Alpha by Life, I'm going to do a couple points here. So the ribbon trail will have this nice fade in and out along its lifetime. So what I'm going to do here is I'm going to put a value of 0 and 0. I'm going to do a value of 0.2 and 1. So 20% of the particle is life, it'll be fully opaque. Then I'm going to create two more points here. Then at a value of 0.5, I'm gonna put that at one. And then a value of one, I'm gonna have it be zero. So you can see it's fading in and fading out now, which is nice. I'm also going to do a size by life, which will put an interesting effect to it. So I'm just size by life, I'm just going to put this at, I'm gonna put this at zero, zero across the board for the beginning of its life. And then here, I'm gonna put a value of 10 at the end of its life here. So you can see it has this nice kind of fountain effect to it now. I might actually increase that a bit to like 20. That's a little bit too high. Let's see. You do five. So yeah, something like that. So along the ribbon's life, you can see at the center here, it's coming out like this fountain here, which is pretty nice to see, and then it's fading as it goes. But you can see it's kind of scrunching at the center here, so we need to attach it to a source so it can start going around with these orbiting spheres that we have going around the particle effect here. So really quick here, I'm going to go under trail. I'm gonna hit source. So what we're doing here is under source method, we want to do pet to scrim. I'm not sure what that means, but we need it attached to a particle. So we're gonna select particle. And so the source name, we need to pick the name of the admitter. So we named this orbit. So under source, we're going to type in orbit and needs to match exactly what the name of the particle is here. So you can see it changed a little bit. Something's happening here. We want to keep the source strength set at 100. And then the last thing we want to do is under spawn, we want to do spawn per unit. And so here I'm going to do movement tolerance of five. We're going to check off process spawn rate. And then spawn per unit, we're going to set that at 1. So you can see now these ribbon trails are following the particles as they move around here. So this is a lot of things to turn on. Ribbons are a little bit finicky and you need to be patient with them. They have a lot of things to turn on in order to get them to work right. Just to go through it again, we do ribbon data. I can increase this max trail count and see if it... Yeah, it takes away a little bit of... Let me actually increase this up to 8. Let's see here. 50. Let's do 1. I see. We're going to do the max trail count, set it 5. Three particles. What this is doing here is the maxTrailCount is setting to as many particles as there are spawning. So to make sure that every particle that we have here under orbit gets a ribbon trail. So we want to set this maxTrailCount at five. I think if you go higher on this, it'll start to kind of phase out where only one particle will get the trail, which is something we do not want. Sheets per trail, let me try increasing that. Let me do something. I'm just gonna punch in some crazy numbers here and see what happens. And of course, if you hold your cursor over it, you can get a little bit of info. Sometimes it's very useful, sometimes it's not so useful, but for this, we can kinda see what's going on here. Then one other thing I wanna, what might be, yeah, let me try this, is the distribution vector constant. Let me do a scale of one across the board. Okay, interesting. So let me go back to size by life here. Okay, so I put the original scale down, so I needed to increase this scale and the size by life. So back to ribbon data, MaxTrialCount of five, distance, resolution, step size at zero. Make sure that stuff in the required is, try facing camera position. Interesting. I don't think I need to do anything with screen alignment. I'm going to click on Use Local Space. I'm going to do that with this one too so we can move around the particle on the scene if we need. And if you don't see anything here, oh, there they are. You can see them orbiting around. Let me go down really quick here. So lifetime, we have it set at one. Spawn rate is checked off. Color over life is set up. Size by life is set up. Let's go to the source here and make sure everything is set the way we need. So particle. set to the particle's name, constant of 100. If I set this at one, doesn't look like too much is changing here. If I put this at 1000, what happens? Yeah, it looks like the number Over here in source strength, if we set it at 100, it should be good. Then spawn per unit. Let's make sure everything's set there. Unit scalar. Let me set that at 1. Interesting. It looks like it's spawning a lot more sheets. Let me try 100. So it looks like you have, you get more sheets so you get kind of more scrunchiness the lower number you go. So let me set this at 100 here. Movement tolerance. If I set this to something higher here. Let me put that at 1. Then process spawn rate is checked off. You do max trail and particle count. If I put that back at 1, what happens? Me increase sheets per trail. It's looking a little better. I'm trying to take out a bit of the sort of facetness that you're seeing in the particle ribbon trail here. Yeah, like I said, ribbon trails and particles can be a little bit finicky and tough to troubleshoot, But this can definitely be figured out. Oh, I think I know what it is. After all this, I need to delete velocity. There we go. You see how smooth it is now. The reason the particle sheets were doing that was the velocity was influencing the velocity mode that I had set there was sort of putting this sort of turbulent noise in the particle sheet there. So that is what was going on. So let me go back through here and kind of set it back to anything that I was kind of messing with here. So there we go. So setting this max drill back at 10, so 1, 10, 500, source, I'm going to go and double check to make sure everything is set there, and then spawn per unit. I'm going to set this back to 50, then 5, and then 1 and 0. Okay. Yeah, so there we go. Now we have a smooth ribbon effect that is following these orbiting particles around. I might actually, with the size by life, I might put this down a little bit to like 15 or something like that. And so with that, and it's actually still kind of scooting a bit. So let me make sure that the alpha over life is set up the way we need. It's actually looking pretty good there, so let me just restart the SIM. One of the things you can also just restart the SIM to, and that can work there. And so, yeah, with that, we have a basic orbiting effect for some of these magical elements that we have here. And we're going to move on now to how we can take this that we've learned and start applying it to things like flocks of birds, swarms of insects, schools of fish, and get them following points around in space."
|
| 6 |
+
}
|
| 7 |
+
]
|
| 8 |
+
}
|