![]() All the particles appear to move in their own random motion due in large part to the random start frame in the original animation and due to the way behaviors affect objects vs. Which looks like fairly convincing confetti (the GIF is a low frame rate). Make sure Play Frames and Random Start Frame are selectedĪs an option, increase Hold Frames Randomness to 2.0 Speed Randomness 150 Ĭhoose a Rainbow like gradient from the Color Range (or create your own gradient).Īdjust the Scale and Scale Randomness to give some “depth” to the effect. Life 10 (or the number of seconds that equals the length of your project… or greater. Set the Shape to Line Start Point X to -1500 End Point X to 1500 (allows some “wiggle room”).Įmission Latitude to 270º īirth Rate Randomness 60 With the Clone selected, type E to create your emitter. (You cannot delete the group – any changes you make to the group or anything within it is immediately reflected in the appearance of the Clone! Clones are not a “snapshot” – they are “living, breathing” objects… although a 2D flat projection of its original.) It does not need to appear during playback. Turn off the visibility of the Group containing your animated shape. With the behaviors animating a shape, the “length” of the existence of the shape is not fixed… so to speak… very difficult to explain, but if you keyframe this kind of animation, you would detect an “animation seam” but behaviors will progress smoothly even if the “life” of the object has technically ended. Clones are also somewhat flexible since they are created “in real time” and they are the *entire animation from beginning to end* as one “thing”. Clones are like inline image sequences and emitting them will provide us with extra parameters we can exploit. Select the Group level of the shape and type K to create a Clone. ![]() (What’s the word for one piece of confetti? Confetto?) This animation is not exactly looping – I just cut it this close. Start with these settings (and experiment afterwards):Īt this point you get something much closer to realistic motion (barring gravity): Go to the Properties inspector and for each Rotation (XYZ), right click on the parameter and Add Parameter Behavior > Oscillate. That’s pretty good, but it’s still going to look a little weird when all the pieces are doing that same action and - it’s “too regular”. Set the Spin Rate to 100º give or take.Īdd another Spin Behavior and set the Axis to X. It is a convenient way to create “orbital” rotations instead of simple spins.Īdd another Spin Behavior and set the Axis to Y. The Anchor Point is the point around which all Transform properties are centered and which animation originates. Increase the Spin Rate to 135-180º (come back to these later to tweak these values for the look you’re going for.) Go into Properties and for the Anchor Point, offset the X to say 30 or so, Y to 60 or so, and Z to 150 or so (the actual values will depend somewhat on the original size of your shape). To your shape: start by adding a Behaviors > Basic Motion > Spin behavior. ![]() We’re going to use behaviors to control animation because it makes it easier to make alterations to suit our needs at any time. Groups can be 2D (and 2D Fixed Resolution) or 3D (plus other options which are relatively, largely, unimportant… for another time.) That will center the object and reset its Rotation, Scale, Anchor Points etc. Go to Properties > Transform and on the right edge, disclosure mark > select Reset Parameter. It often helps (most of the time actually - and this is a good habit to get into) to center the shape in the canvas. The initial shape you create will automatically be placed within a group… perfect. We will rely on the emitter to start playing that sequence on a random frame within the sequence.Īll objects in Motion (with the exception of Camera and Lights) must exist inside a Group. With that in mind, all we have to do is create ONE shape with the motion animation we need. One of the features of Emitters (and Replicators) is that they can be made to Play video (image sequence) frames with the option to start playing on a random frame in the “sequence”. The problem with emitters is: everything is emitted in exactly the same way… unless… ![]() They “flop”, follow invisible currents and eddies in air flow to push and flip them and create *seemingly* random motion. Little bits of paper do not fall in the real world flat, vertically. Making Confetti: an Apple Motion tutorial
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |