Add transcription for: Loose Group of Fish.wav
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transcriptions/Loose Group of Fish_transcription.json
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"text": " So really quick here, I'm going to select this fish here. I'm going to plug this into the mesh. The fish test material I'm going to plug in here. And so these dynamic parameters are obviously way too intense, intense so I'm going to go ahead and turn these down a bit. Let me do something like that and let me really kind of... Let me make sure this time is set back to 100. For some reason, the values are very, very sensitive, where it's something like.01 and.75. That's interesting. Let me try that, scale velocity. That's a little bit better. It's still pretty extreme the way their tails are flapping back and forth. Let me rename this as fish real quick. Yeah, and they're really stretching out there, which is not good. So we need to figure out what's going on there. Looks like the static switch parameter is still set in there, which is a little strange. Let me try resaving that there. Let me do a new dynamic parameter so we can kind of see what's going on here because, yeah, this is a little bit strange what's going on here. some troubleshooting. So it looks like... Yeah, it looks like something strange is going on with stretching the vertices based off it's x-axis. Let me see here. Let me take that rotate about axis and see if that helps. Rotate about axis, cheat. Let's give that a shot. Let's plug this x-axis into here. Give that a shot, see if it works. That didn't really seem to solve it. It actually might have made it a little bit worse. Let me try the other one, the Z-axis, and see if that helps. Hmm. Let's see here. Might have to do a clamp, maybe. So, yeah, it's working in there. It's going through the particle effect. Let me try the Z axis one more time in here and see if it works. I might have forgotten to test this. Yeah. That's strange. Instead of wasting your guys' time, I might go into this and troubleshoot it and see if I can find a solution and come back to you. Okay, after some troubleshooting, what I found was that I actually had the dynamic parameters mixed up. So I was working with the dynamic parameters under the zero tap here, which is actually the time. And I wasn't focusing on the one under here, which is the value that was need to be worked on. I didn't have a spawn time only created or anything like that. So just to kind of do another rundown and get this result here, what we need is that so in this setup here, we have a time multiplied by sine multiplied by the power here. This is going into a constant three vector with a value of one in the red, zero for the green and zero for the blue. And then we have the gradients that we have set up here that we have controlled by the contrast. When we have the instance here that we have on the fish particle, I have the contrast set at a value of 5. And then in here for dynamic, for the first parameter here, which is the time, I just have a spawn time only. I have scale velocity by parameter value just to check it out. I'm not sure if it's doing much difference. And then the values I have are a minimum of 1 and a maximum of 2 to get every fish to have a little bit of a different rate at which it's swishing its tail here. And then under this parameter, which is the power, I have a spawn time only checked on, and then I have a minimum of 15 and a maximum of 25 setup. So with that, you can see that these fish are starting to move around and switch their tails a bit. So you can see here that this is now set up where it's looking pretty good, but the problem is if you wanted to put these fish in a pond or something like that, let me just do a really quick color over life just to get them a little bit more vibrant just with a single red color there. So if I take this and I put it in the scene here and of course you can attach whatever texture you need here. If you want to put these fish in a certain pond or anything like that they'd all be kind of jumping out of the water or floating out of the water which is something we do not want. So what we want instead is we want to modify the initial location here. So under Frisk School, the initial location under the Z, we want to have the set at 0 and 0. And so they're all just spawning on the same axis here. And so there's none spawning up top or below. And then the same we want to do here. So instead of sphere for the fish, what we want to do is we want to take this initial location and just control click and drag. So what we'll have here is these fish will be spawning all along the same axis here. And so you could put these in a body of water and they're not going to be sort of floating out of the water or jumping out of the water or anything like that. There is one fish doing that which is a little bit strange. Let me actually do the velocity. Let me do this too. So the velocity, let me actually set this at zero as well for the particle attractor. So for the initial velocity, that'll keep them from venturing where they're going up or jumping out of the water. So you can put this in any body of water and the fish will all move along the same axis here. And you can modify this just a little bit if you want to, but just be a little bit careful with your adjustments or you'll have fish that are going on a positive z-axis. I can do this negative one as well. But so yeah for the location and the initial velocity of the particle attractor here we want to keep the z in the velocity at a very low or almost no level value of zero. For the location we want to set that at zero and for the location of the fish we want to have them spawn with a z value of 0 and 0.",
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"text": " So really quick here, I'm going to select this fish here. I'm going to plug this into the mesh. The fish test material I'm going to plug in here. And so these dynamic parameters are obviously way too intense, intense so I'm going to go ahead and turn these down a bit. Let me do something like that and let me really kind of... Let me make sure this time is set back to 100. For some reason, the values are very, very sensitive, where it's something like.01 and.75. That's interesting. Let me try that, scale velocity. That's a little bit better. It's still pretty extreme the way their tails are flapping back and forth. Let me rename this as fish real quick. Yeah, and they're really stretching out there, which is not good. So we need to figure out what's going on there. Looks like the static switch parameter is still set in there, which is a little strange. Let me try resaving that there. Let me do a new dynamic parameter so we can kind of see what's going on here because, yeah, this is a little bit strange what's going on here. some troubleshooting. So it looks like... Yeah, it looks like something strange is going on with stretching the vertices based off it's x-axis. Let me see here. Let me take that rotate about axis and see if that helps. Rotate about axis, cheat. Let's give that a shot. Let's plug this x-axis into here. Give that a shot, see if it works. That didn't really seem to solve it. It actually might have made it a little bit worse. Let me try the other one, the Z-axis, and see if that helps. Hmm. Let's see here. Might have to do a clamp, maybe. So, yeah, it's working in there. It's going through the particle effect. Let me try the Z axis one more time in here and see if it works. I might have forgotten to test this. Yeah. That's strange. Instead of wasting your guys' time, I might go into this and troubleshoot it and see if I can find a solution and come back to you. Okay, after some troubleshooting, what I found was that I actually had the dynamic parameters mixed up. So I was working with the dynamic parameters under the zero tap here, which is actually the time. And I wasn't focusing on the one under here, which is the value that was need to be worked on. I didn't have a spawn time only created or anything like that. So just to kind of do another rundown and get this result here, what we need is that so in this setup here, we have a time multiplied by sine multiplied by the power here. This is going into a constant three vector with a value of one in the red, zero for the green and zero for the blue. And then we have the gradients that we have set up here that we have controlled by the contrast. When we have the instance here that we have on the fish particle, I have the contrast set at a value of 5. And then in here for dynamic, for the first parameter here, which is the time, I just have a spawn time only. I have scale velocity by parameter value just to check it out. I'm not sure if it's doing much difference. And then the values I have are a minimum of 1 and a maximum of 2 to get every fish to have a little bit of a different rate at which it's swishing its tail here. And then under this parameter, which is the power, I have a spawn time only checked on, and then I have a minimum of 15 and a maximum of 25 setup. So with that, you can see that these fish are starting to move around and switch their tails a bit. So you can see here that this is now set up where it's looking pretty good, but the problem is if you wanted to put these fish in a pond or something like that, let me just do a really quick color over life just to get them a little bit more vibrant just with a single red color there. So if I take this and I put it in the scene here and of course you can attach whatever texture you need here. If you want to put these fish in a certain pond or anything like that they'd all be kind of jumping out of the water or floating out of the water which is something we do not want. So what we want instead is we want to modify the initial location here. So under Frisk School, the initial location under the Z, we want to have the set at 0 and 0. And so they're all just spawning on the same axis here. And so there's none spawning up top or below. And then the same we want to do here. So instead of sphere for the fish, what we want to do is we want to take this initial location and just control click and drag. So what we'll have here is these fish will be spawning all along the same axis here. And so you could put these in a body of water and they're not going to be sort of floating out of the water or jumping out of the water or anything like that. There is one fish doing that which is a little bit strange. Let me actually do the velocity. Let me do this too. So the velocity, let me actually set this at zero as well for the particle attractor. So for the initial velocity, that'll keep them from venturing where they're going up or jumping out of the water. So you can put this in any body of water and the fish will all move along the same axis here. And you can modify this just a little bit if you want to, but just be a little bit careful with your adjustments or you'll have fish that are going on a positive z-axis. I can do this negative one as well. But so yeah for the location and the initial velocity of the particle attractor here we want to keep the z in the velocity at a very low or almost no level value of zero. For the location we want to set that at zero and for the location of the fish we want to have them spawn with a z value of 0 and 0."
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