Add transcription for: Orbiting Spheres.wav
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transcriptions/Orbiting Spheres_transcription.json
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"text": " So I want to do one other effect here, which is to have some spheres orbiting around this center point here. So what I'm going to do for that is, let me first, these are all name particle emitters, which is not good. So I'm just going to start putting some names here. call this center sphere, call this one Vortex, I'll call this one LightRays, then I'll call this one, I'll just call this one like small sprites or something. So now what I want to do is I want to create a new particle emitter here and have this be a mesh data. I'm going to do a sphere mesh again. Then the initial size, I'm going to put this down to something like 0.25, something pretty small. I might turn these other ones off just so we can kind of concentrate and see what's going on here. So you can see now I'm going to turn off, I might actually leave on initial velocity, I'm just going to check it off for now so it's not affecting it. And so under required I'm going to have these live forever, I'm going to make three of them instead of one. lifetime I'm going to put a value of 0 and then spawn rate. I'm going to set this at 0 and then I'm going to create a burst list and I'm going to create three of them. So here's three particles that will be living forever. And then I'm going to create a point attractor. Actually, before I do that, let me go to the initial velocity here. And I'm I'm actually going to put in these values, 150, negative 150. It's actually gonna be 150 across the board. What I'm doing here is I'm doing a, these are all even values across the board here that you can see, and right now they're just gonna go off in space and just kinda go that way forever. So we need to create a point attractor really quick here. So, under traction, point to tractor. And under here, I'm going to put a position. I'm going to actually do a constant vector uniform. So this is going to be one for the max and zero for the min. I'm going to put 10,000 for the range. So it covers a very wide range here. And I'm going to put 1000 for the strength here. And then what I'm going to do here is I'm going to check on effect base velocity. You can see that did a very interesting effect there. And then I'm going to do override velocity. So what it's doing is it's taking the velocity of the original mesh and what it's doing is applying or overriding the point attractor. So it's intermingles with the velocity. So I check these off. It's not really doing anything. They're going off and just kind of doing their own thing. But if I check these two on, affect base velocity and override velocity, these are going to essentially have their own velocity and then it's going to be influenced by the strength of the attractor here. put this down to something like 50. And so now you see this kind of orbit effect going on that's really cool. And if I increase this you can see that the effect of the orbit, if I put this to something like one, or actually that might be a little bit too low. If I do something like one, we'll see if this eventually comes back. But we essentially just created a gravitational pull essentially. You can see after a long time they reach out and they slowly come back in. So you can see now we have this effect where they're getting this interesting orbit. If I select a sphere here, or a sphere location, I'm going to just put this at 20. So I put this back at 5, something like that. And let me do, for this sphere, let me turn that back on and do surface only. Let me put this at 20 here. And so you can see this orbit effect is starting to take shape here. So in order to have this orbit effect work in a certain way, you have to have your values here be set at a sort of universal value. So and you can experiment a bit with these values and see if you get different results, but I just know basing off of what I've learned making this effect that if you keep it sort of square across the board here for the velocity and then inherit your point attractor for this, it's going to create this really nice orbit effect. Let me just also go ahead and select the material, the Fresnel material here. You can see in the game here, and you can do as many of these as you want. You don't just have to do three. If I want to do something like, I'm going to spawn right here. If I want to do something like eight, you'll get the same kind of effect going on here where they're all sort of orbiting around the space here. We do four just to put it back to three, just because I like to be universal in my methods. So then, yeah, I'm going to select the Fresnel effect here. I'm going to plug this into the required. Going to override the material under the mesh. So you can see now we have these cool little Fresnel-like effects of these orbits going around the outside here. And let me turn everything back on because I have a feeling this is a little bit too small, this radius here. Yeah. So something like that. Let me, so in order to get a bigger radius for this, I'm going to have to, increase the velocity here. So you can see them, the velocity pulls them out a little bit more and then they come back into the orbit around here. And I can actually set the sphere for this a little bit higher too. So yeah, something like that, where they're kind of orbiting around the space there. And then for this point of tractor, let me actually put this position back at 0, 0, 0. Yeah, that seems to be fine. You can just leave the position at 0 across the board and it should work just fine. So then we kind of have these orbiting effects spheres sort of going around a little effect, which is I want to add some ribbon trails to these spheres here. Just to make them stand out a little bit more, what I'm going to do is I'm going to click and drag this color over life. I'm going to delete the old one. So they're a little bit easier to see. Oh, the reason they disappeared, because they disappeared on me, is that the alpha over life, because these are living forever, it's stuck on the beginning of the particle's life. So all of this, essentially it's stuck with a value of zero. So let me actually just set this back to float constant, put this at one, and then it'll come back to life. So important thing to catch there is anything with a timeline, especially for its alpha, if you drag it onto a particle that has a lift forever setup, it's going to disappear on you. Thank you.",
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"text": " So I want to do one other effect here, which is to have some spheres orbiting around this center point here. So what I'm going to do for that is, let me first, these are all name particle emitters, which is not good. So I'm just going to start putting some names here. call this center sphere, call this one Vortex, I'll call this one LightRays, then I'll call this one, I'll just call this one like small sprites or something. So now what I want to do is I want to create a new particle emitter here and have this be a mesh data. I'm going to do a sphere mesh again. Then the initial size, I'm going to put this down to something like 0.25, something pretty small. I might turn these other ones off just so we can kind of concentrate and see what's going on here. So you can see now I'm going to turn off, I might actually leave on initial velocity, I'm just going to check it off for now so it's not affecting it. And so under required I'm going to have these live forever, I'm going to make three of them instead of one. lifetime I'm going to put a value of 0 and then spawn rate. I'm going to set this at 0 and then I'm going to create a burst list and I'm going to create three of them. So here's three particles that will be living forever. And then I'm going to create a point attractor. Actually, before I do that, let me go to the initial velocity here. And I'm I'm actually going to put in these values, 150, negative 150. It's actually gonna be 150 across the board. What I'm doing here is I'm doing a, these are all even values across the board here that you can see, and right now they're just gonna go off in space and just kinda go that way forever. So we need to create a point attractor really quick here. So, under traction, point to tractor. And under here, I'm going to put a position. I'm going to actually do a constant vector uniform. So this is going to be one for the max and zero for the min. I'm going to put 10,000 for the range. So it covers a very wide range here. And I'm going to put 1000 for the strength here. And then what I'm going to do here is I'm going to check on effect base velocity. You can see that did a very interesting effect there. And then I'm going to do override velocity. So what it's doing is it's taking the velocity of the original mesh and what it's doing is applying or overriding the point attractor. So it's intermingles with the velocity. So I check these off. It's not really doing anything. They're going off and just kind of doing their own thing. But if I check these two on, affect base velocity and override velocity, these are going to essentially have their own velocity and then it's going to be influenced by the strength of the attractor here. put this down to something like 50. And so now you see this kind of orbit effect going on that's really cool. And if I increase this you can see that the effect of the orbit, if I put this to something like one, or actually that might be a little bit too low. If I do something like one, we'll see if this eventually comes back. But we essentially just created a gravitational pull essentially. You can see after a long time they reach out and they slowly come back in. So you can see now we have this effect where they're getting this interesting orbit. If I select a sphere here, or a sphere location, I'm going to just put this at 20. So I put this back at 5, something like that. And let me do, for this sphere, let me turn that back on and do surface only. Let me put this at 20 here. And so you can see this orbit effect is starting to take shape here. So in order to have this orbit effect work in a certain way, you have to have your values here be set at a sort of universal value. So and you can experiment a bit with these values and see if you get different results, but I just know basing off of what I've learned making this effect that if you keep it sort of square across the board here for the velocity and then inherit your point attractor for this, it's going to create this really nice orbit effect. Let me just also go ahead and select the material, the Fresnel material here. You can see in the game here, and you can do as many of these as you want. You don't just have to do three. If I want to do something like, I'm going to spawn right here. If I want to do something like eight, you'll get the same kind of effect going on here where they're all sort of orbiting around the space here. We do four just to put it back to three, just because I like to be universal in my methods. So then, yeah, I'm going to select the Fresnel effect here. I'm going to plug this into the required. Going to override the material under the mesh. So you can see now we have these cool little Fresnel-like effects of these orbits going around the outside here. And let me turn everything back on because I have a feeling this is a little bit too small, this radius here. Yeah. So something like that. Let me, so in order to get a bigger radius for this, I'm going to have to, increase the velocity here. So you can see them, the velocity pulls them out a little bit more and then they come back into the orbit around here. And I can actually set the sphere for this a little bit higher too. So yeah, something like that, where they're kind of orbiting around the space there. And then for this point of tractor, let me actually put this position back at 0, 0, 0. Yeah, that seems to be fine. You can just leave the position at 0 across the board and it should work just fine. So then we kind of have these orbiting effects spheres sort of going around a little effect, which is I want to add some ribbon trails to these spheres here. Just to make them stand out a little bit more, what I'm going to do is I'm going to click and drag this color over life. I'm going to delete the old one. So they're a little bit easier to see. Oh, the reason they disappeared, because they disappeared on me, is that the alpha over life, because these are living forever, it's stuck on the beginning of the particle's life. So all of this, essentially it's stuck with a value of zero. So let me actually just set this back to float constant, put this at one, and then it'll come back to life. So important thing to catch there is anything with a timeline, especially for its alpha, if you drag it onto a particle that has a lift forever setup, it's going to disappear on you. Thank you."
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