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Flmsdown Free Full Downloads » E-Books » Ripple Training - Mastering Particles in Motion with Mark Spencer
Ripple Training - Mastering Particles in Motion with Mark Spencer
E-Books
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Ripple Training - Mastering Particles in Motion with Mark Spencer
English | MOV | AVC 1158x729 30 fps | AAC 96 kbps | 654 MB
Genre: eLearning

Particle Systems are commonly used in motion graphics, visual effects and gaming environments to simulate smoke, fire, snow, explosions, dust and fog to name just a few. Particle systems are also used in abstract ways to create effects like glowing trails and magic pixie dust (think Tinker Bell). Motion has a built in particle system that's not only intuitive, but can be used to create just about anything you can imagine. 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.
Mastering Particles in Motion is presented in 7 individual lessons with a running time of just under 2 hours. The tutorial also includes project and media files for following along in Motion 5. 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 Souce 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 Tranformation 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

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