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Ripple Training Particles in Motion 5 €15 buy download

2011
Ripple Training
Mark Spencer
2:00
English

Particles in Motion 5 teaches you how to use Motion’s built in particle system; a system that not not only intuitive, but can be used to create just about anything you can imagine. Particle Systems are used in motion graphics, visual effects and gaming environments to simulate smoke, fire, snow, explosions, dust and fog. Particle systems are also used in abstract ways to create effects like glowing trails and magic pixie dust (think Tinker Bell). Used in conjunction with Behaviors, particles can be made to obey (or break) all the laws of physics with just a few mouse clicks. Motion comes with many built in particle presets, but as you’ll learn in this tutorial, Motion’s interface makes it easy to develop custom particle effects.
Each lesson focuses on building fundamental skills for generating, modifying and animating Particle Emitters to create amazing visual effects and motion graphics. As you work through the lessons, you’ll create 7 different projects – each focusing on building different skill sets. You’ll learn how to modify preset particle emitters, create emitters from scratch; animate particles using keyframes and behaviors, attach particles to text; track particle emitters to video and work with particles in 3D space!

Introduction to Particle Emitters
Getting Started
Adding a Background
Adding a Source Object for Particles
Creating the Particle System
Adjusting the Emitter in the HUD
Adjusting the Emitter in the Inspector
Using the Emitter Tool in the Canvas
Adjusting the Emitter in the Properties Inspector
Adding Randomness to a Particle System
Working with Cell Color Options
Desaturating a Source Object
Working with the Gradient Editor
Understanding Playback Speed
Design Variations
Changing the Emitter Start Time
Changing the Cell Source
Creating Multiple Cells
Interleaving Particle Cells
Working with Particles in 3D
Adding a Title
Creating an Emitter "Ceiling"
Using the Random Motion Behavior
Attaching Particle Emitters to Animated Graphics - Part A
Looking at the Project Contents
Creating Rocket Exhaust
Modifying a Preset Emitter
Adding Smoke
Breaking Down a Preset Emitter
Animating Emitters with Keyframes
Compositing Emitters with Blend Modes
Using the Wriggle Parameter Behavior
Creating an Animated Starfield
Attaching Particle Emitters to Animated Graphics - Part B
Looking at the Project Content
Adding Locomotive Smoke
Adjusting Layer Order in 3D Projects
Animating Emitters with the Motion Path Behavior
Animating the Background with the Offset Filter
Animating the Offset Filter with a Parameter Behavior
Using the Wind Simulation Behavior
Animating a Camera with the Move Behavior
Masking the Offset Filter
Attaching Particle Emitters to Text - Part A
Creating, Formatting and Styling Text
Burning Text with Particles
The Key to Filling Text with Particles
Additive Blend for Particle vs. Layers
Changing Text and Updating Particles
Saving a Custom Emitter Effect
3D Fire Text
Giving Text Depth
Flying the Camera Through Flaming Text
Using the Dolly Behavior
Animating the Camera with Keyframe Recording
Changing Keyframe Interpolation
Attaching Particle Emitters to Text - Part B
Adding Text
Making Snow
Using Master Cell Controls
Changing Emitter Duration
Sticking Snow to Text
Trimming an Emitter
Changing Cell Opacity
Using Points Instead of Images
Snow in 3D
Animating the Camera
Particles and Image Sequences
Looking at the Project Content
Understanding Image Sequences
Creating an Emitter from an Image Sequence
Customizing the Emitter
Covering the Deck
Animating the Emitter to Deal Cards
Introducing Randomness
Using Drag Simulation Behaviors
Dealing to Multiple Players
Animating Emitter Rotation with a Parameter Behavior
Stopping the Animation with Keyframes
Generating a Better Hand
Generating Random Seeds
Animating a Single Card
Creating the Ace of Spades
Adjusting the Anchor Point
Rotating Groups in 3D
Animating the Ace of Spades
Changing Keyframe Interpolation
Adding and Animating a Camera
Animating the Card to Flip Over
Anchor Point to the Rescue
Compositing a Graphic into the Animation
The Awesome Match Transformation Trick
Tracking Particle Emitters to Video
Looking at the Project Contents
Tracking Video
Tracking Behaviors
The 2-Step Tracking Process
Using the Analyze Motion Behavior
Setting the Tracker
Adjusting the Tracker Settings
Building a Write-On Emitter
Using the Match Move Behavior
Tracking the Emitter
Changing the Emitter Blend Modes
Creating Sparks
Using the Gravity Simulation Behavior
Using the Edge Collision Behavior
Retiming Video and Particles
Creating Reflections for Particles
Creating a Virtual Surface for Reflections
Enabling Reflections
Making 3D Sparks



Download File Size:532.97 MB


Ripple Training Particles in Motion 5
€15
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