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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:02,560 We've animated our player in now 2 00:00:02,816 --> 00:00:03,840 It's time to end 3 00:00:04,096 --> 00:00:04,608 H 4 00:00:04,864 --> 00:00:05,632 Single enemy 5 00:00:05,888 --> 00:00:06,656 For now 6 00:00:06,912 --> 00:00:11,264 So let's go ahead and open up our basic enemy scene 7 00:00:11,520 --> 00:00:12,032 Bye 8 00:00:12,288 --> 00:00:13,824 Ctrl shift L in insert 9 00:00:14,080 --> 00:00:15,104 Four basic enemy 10 00:00:15,360 --> 00:00:16,896 An orbit Academy is a real 11 00:00:17,408 --> 00:00:19,712 So we're going to make the rats Catterall 12 00:00:20,224 --> 00:00:23,296 I'm going to go ahead and create a new child node 13 00:00:23,552 --> 00:00:24,832 Of type anime 14 00:00:25,088 --> 00:00:26,880 Employer same as we did with the player 15 00:00:27,136 --> 00:00:28,672 And bring it up to be the 16 00:00:28,928 --> 00:00:29,696 First child 17 00:00:29,952 --> 00:00:30,720 Set the scene 18 00:00:31,232 --> 00:00:33,280 What's click the animation button new 19 00:00:35,840 --> 00:00:38,144 And we can do the same thing as go to the Sprite here 20 00:00:38,400 --> 00:00:44,032 Actually let's do the same setup that we did for the players so create a new child known as well of type no 21 00:00:44,288 --> 00:00:44,800 2D 22 00:00:45,056 --> 00:00:45,824 And 23 00:00:46,592 --> 00:00:47,104 Create 24 00:00:47,360 --> 00:00:48,896 Call that visual 25 00:00:49,408 --> 00:00:50,176 Just like cell 26 00:00:50,432 --> 00:00:53,248 And bring it up just above the straight and then move the sky 27 00:00:54,272 --> 00:00:55,040 Increase the visuals 28 00:00:55,552 --> 00:00:57,856 This is the same setup going to be using the same trick 29 00:00:58,112 --> 00:00:58,880 As the player 30 00:00:59,136 --> 00:01:00,781 Socialite the Sprite 2D make sure of it 31 00:01:00,783 --> 00:01:03,131 Subtitled by online-courses.club We compress knowledge for you! 32 00:01:03,132 --> 00:01:03,488 To be selected in nostrils now 33 00:01:03,744 --> 00:01:07,328 So spray today and then scroll down to the transform section 34 00:01:07,584 --> 00:01:08,608 Create a track 35 00:01:08,864 --> 00:01:09,376 4 36 00:01:09,632 --> 00:01:10,144 Position 37 00:01:10,656 --> 00:01:11,424 Rotation 38 00:01:11,936 --> 00:01:12,960 And sky 39 00:01:14,496 --> 00:01:15,008 Alright 40 00:01:15,264 --> 00:01:15,776 So 41 00:01:16,032 --> 00:01:16,800 The rat 42 00:01:17,056 --> 00:01:18,080 Is a skill 43 00:01:18,336 --> 00:01:18,848 Creature 44 00:01:19,104 --> 00:01:21,408 And so we're going to try to give the impression 45 00:01:22,688 --> 00:01:27,296 So at .1 seconds let's try may be offset 46 00:01:27,552 --> 00:01:29,344 Positions I'm going to insert 47 00:01:29,856 --> 00:01:31,648 IKEA .1 seconds 48 00:01:31,904 --> 00:01:33,952 I want to change the position to neg 49 00:01:34,208 --> 00:01:34,720 1 50 00:01:34,976 --> 00:01:35,744 Like so 51 00:01:36,000 --> 00:01:40,096 And then perhaps I will go 2.2 and change or .3 52 00:01:40,608 --> 00:01:43,424 Jealous another key from the point 3 and then change 53 00:01:43,680 --> 00:01:44,192 21 54 00:01:45,472 --> 00:01:49,568 Ok let's change the overall animation length over on the right hand side you at point for 55 00:01:49,824 --> 00:01:52,384 And again you can use this slider in the bottom 56 00:01:52,896 --> 00:01:53,408 You change 57 00:01:53,664 --> 00:01:54,432 The zoo 58 00:01:55,968 --> 00:01:56,992 And a letter neighbour 59 00:01:57,248 --> 00:01:58,784 Animation looping here 60 00:01:59,040 --> 00:02:01,344 And also going to turn on AutoPlay on 61 00:02:01,856 --> 00:02:02,624 That we don't have to do 62 00:02:05,184 --> 00:02:09,280 The right kind of skittering along we might want to make that faster but that's looking ok 63 00:02:09,536 --> 00:02:12,864 Play for now and I'm going to change the rotation as well so 64 00:02:13,376 --> 00:02:14,912 When inserted Kia PT 14 65 00:02:15,168 --> 00:02:15,680 Quotation 66 00:02:15,936 --> 00:02:18,496 And I'm going to change it to probably negative 67 00:02:20,032 --> 00:02:20,800 An 68 00:02:21,056 --> 00:02:22,080 To I'm going to change 69 00:02:22,336 --> 00:02:23,360 I'm going to create another 70 00:02:24,384 --> 00:02:26,176 On the rotation track and chain 71 00:02:26,432 --> 00:02:26,944 Add to 50 72 00:02:27,456 --> 00:02:29,504 And then I'm going to go back to negative 73 00:02:29,760 --> 00:02:30,784 Team in the neck 74 00:02:31,296 --> 00:02:32,320 On point 75 00:02:33,856 --> 00:02:35,904 And then we can start the red off at 76 00:02:36,160 --> 00:02:37,184 15 degrees 77 00:02:37,440 --> 00:02:38,208 What's the first key for 78 00:02:40,512 --> 00:02:43,072 Alright so we've got a little scary anime 79 00:02:43,328 --> 00:02:45,120 You can see the looking pretty good 80 00:02:46,400 --> 00:02:50,496 Maybe we won't need the scale track so let's just play the game 81 00:02:50,752 --> 00:02:51,776 Ears ncy 82 00:02:52,032 --> 00:02:52,544 Happens 83 00:02:52,800 --> 00:02:54,592 That's actually looking pretty good 84 00:02:55,104 --> 00:02:57,664 I don't know if I would change much about 85 00:02:57,920 --> 00:03:00,480 That gives a nice impression that the rat is Skittle 86 00:03:00,992 --> 00:03:05,088 I need the last thing that I would do here for this enemy is I would go back to my anime 87 00:03:05,344 --> 00:03:07,392 And change all the interpolation mode 88 00:03:07,904 --> 00:03:08,416 Cuba 89 00:03:10,464 --> 00:03:13,024 Just like we do at the player and then I wouldn't I would like to see 90 00:03:13,536 --> 00:03:14,560 Looks like someone around the game 91 00:03:15,840 --> 00:03:17,376 I think that looks pretty good 92 00:03:17,632 --> 00:03:19,680 Perhaps my only complaint is that 93 00:03:19,936 --> 00:03:21,728 Rotation is a little bit extreme 94 00:03:21,984 --> 00:03:25,568 Send me a change all these to be either 10 and -10 on the rota 95 00:03:25,824 --> 00:03:26,336 Track 96 00:03:26,592 --> 00:03:29,664 So I'm going to start with 10 then go to negative 97 00:03:30,176 --> 00:03:30,688 Then go back 98 00:03:30,944 --> 00:03:31,456 210 99 00:03:31,712 --> 00:03:32,224 Then go back 100 00:03:32,480 --> 00:03:32,992 Negative 101 00:03:35,296 --> 00:03:38,880 I think that looks much better so we've got skittering rats 102 00:03:39,648 --> 00:03:45,792 No not done with the enemy because enemies can die the player can die as well but we cannot handle the player death 103 00:03:46,816 --> 00:03:47,328 Future 104 00:03:47,584 --> 00:03:49,120 Enemies can die 105 00:03:49,376 --> 00:03:55,008 So before we created death animation I am going to remove the scale track from this one 106 00:03:55,264 --> 00:03:56,800 By clicking the delete button over 107 00:03:57,312 --> 00:04:00,128 And that will remove their Trek because we don't need it there's no reason 108 00:04:00,384 --> 00:04:01,408 Give me a round if we don't need 109 00:04:01,664 --> 00:04:07,808 Now we're not done with the enemy we want to handle enemy death as well and we're gonna do that 110 00:04:08,064 --> 00:04:10,880 Slightly different way and I'm going to try to explain my 111 00:04:11,392 --> 00:04:11,904 Forest 112 00:04:12,416 --> 00:04:12,928 So 113 00:04:13,184 --> 00:04:14,720 We want to play an animation 114 00:04:14,976 --> 00:04:15,744 The enemy die 115 00:04:16,256 --> 00:04:19,583 And one way we could do that is we could add another animation 116 00:04:20,095 --> 00:04:22,655 For DAF in the animation player here 117 00:04:22,911 --> 00:04:23,423 And then 118 00:04:23,679 --> 00:04:24,191 Call that 119 00:04:24,447 --> 00:04:29,567 And that works and that you can do that in a lot of instances but were thinking about our game right we have 120 00:04:30,079 --> 00:04:31,615 Brinsons a sword 121 00:04:31,871 --> 00:04:33,407 The grabs the news 122 00:04:33,663 --> 00:04:35,455 Location of the enemy 123 00:04:35,711 --> 00:04:36,991 The enemy 124 00:04:38,015 --> 00:04:39,039 In order to spawn 125 00:04:39,295 --> 00:04:40,063 The Sword of 126 00:04:40,575 --> 00:04:41,599 Let's go to prison 127 00:04:41,855 --> 00:04:42,367 Problem 128 00:04:42,623 --> 00:04:48,767 Because an enemy that is dying a still going to be registered as a valid enemy and so we met 129 00:04:49,023 --> 00:04:50,047 Stop having our ability 130 00:04:50,303 --> 00:04:52,351 Attacking enemy that is already dead 131 00:04:52,863 --> 00:04:53,375 Which 132 00:04:53,631 --> 00:04:54,143 Not 133 00:04:54,399 --> 00:04:54,911 Good 134 00:04:55,167 --> 00:05:01,055 Now we can have a letter in a number of ways we could for instance remove the enemy from the enemy group when it dies 135 00:05:01,311 --> 00:05:02,591 But there are other 136 00:05:03,615 --> 00:05:04,127 Slight 137 00:05:04,383 --> 00:05:06,175 Annoyances like we have to 138 00:05:06,431 --> 00:05:06,943 Start 139 00:05:07,199 --> 00:05:08,991 Introducing more conditional logic 140 00:05:09,503 --> 00:05:10,271 The enemies 141 00:05:10,527 --> 00:05:11,295 If it's dying 142 00:05:11,551 --> 00:05:12,319 We can 143 00:05:12,575 --> 00:05:14,111 We can play the correct animation 144 00:05:14,367 --> 00:05:16,671 And perhaps the greatest annoying 145 00:05:16,927 --> 00:05:19,743 Or is that we have to create a day 146 00:05:19,999 --> 00:05:22,047 Animation for every single 147 00:05:22,559 --> 00:05:25,119 I don't know about you but I would much rather have 148 00:05:25,631 --> 00:05:26,143 A 149 00:05:26,399 --> 00:05:26,911 Genera 150 00:05:27,167 --> 00:05:29,215 Manor it's very hard to reuse and 151 00:05:29,471 --> 00:05:31,519 Desperate scenes 152 00:05:31,775 --> 00:05:34,847 So what I'm going to do is I'm going to create a component that ends 153 00:05:35,103 --> 00:05:36,895 Shooting a single particle 154 00:05:37,151 --> 00:05:38,943 Which matches the enemy 155 00:05:39,199 --> 00:05:39,711 Sprite 156 00:05:39,967 --> 00:05:40,735 That will 157 00:05:40,991 --> 00:05:43,295 Send the enemy flying in an upward Direction 158 00:05:43,807 --> 00:05:47,647 And I think this is going to be more entertaining and more fun 159 00:05:47,903 --> 00:05:50,207 In addition to more easily 160 00:05:50,463 --> 00:05:50,975 Riu 161 00:05:51,487 --> 00:05:53,279 So let's get that setup 162 00:05:53,535 --> 00:05:56,863 What I'm going to do is I'm going to create a new scene 163 00:05:57,119 --> 00:05:59,935 I'm going to see in New seen or you can help control an 164 00:06:00,191 --> 00:06:01,215 Let's Create 165 00:06:01,471 --> 00:06:03,775 The route seen as a note to die 166 00:06:04,287 --> 00:06:05,567 And we're gonna call this 167 00:06:06,079 --> 00:06:07,103 Just component 168 00:06:09,151 --> 00:06:11,199 Try and save that daughter scenes 169 00:06:11,455 --> 00:06:13,247 Component and save it in 170 00:06:13,503 --> 00:06:14,271 Component directory 171 00:06:14,527 --> 00:06:17,599 Then what we're gonna do is we're going to Ally child mode 172 00:06:17,855 --> 00:06:18,879 GPU particles 173 00:06:19,391 --> 00:06:19,903 Now 174 00:06:20,415 --> 00:06:23,231 You may need to use CPU particles to die 175 00:06:23,487 --> 00:06:25,279 Depending on your hardware 176 00:06:25,535 --> 00:06:26,815 So if you end up here 177 00:06:27,071 --> 00:06:27,583 Trouble with 178 00:06:27,839 --> 00:06:28,607 GPU particle 179 00:06:29,119 --> 00:06:31,679 You can try using the the CPU part of 180 00:06:31,935 --> 00:06:38,079 Chances are there that if you're on the forward plus render as shown in the top right that you can 181 00:06:38,335 --> 00:06:39,103 Use the 182 00:06:39,359 --> 00:06:40,127 GPU 183 00:06:40,383 --> 00:06:41,151 Call Stu email 184 00:06:41,663 --> 00:06:42,175 Ok 185 00:06:42,431 --> 00:06:44,223 So what are we going to do so this is 186 00:06:44,479 --> 00:06:48,063 Going to be an introduction to particle cinema going to use the particles more 187 00:06:48,319 --> 00:06:50,879 Typically what you'll see particles used for or like 188 00:06:51,135 --> 00:06:51,647 Snow 189 00:06:51,903 --> 00:06:52,927 And other 190 00:06:53,183 --> 00:06:53,951 Somewhere to there 191 00:06:54,207 --> 00:06:56,767 We're going to be using it in a little bit of a creative way for 192 00:06:57,023 --> 00:06:57,535 The enemy 193 00:06:57,791 --> 00:06:58,303 Death 194 00:06:58,559 --> 00:07:01,887 But will be using them in different ways as well later 195 00:07:02,655 --> 00:07:05,727 Alright so the first thing that we want to do is let's change 196 00:07:05,983 --> 00:07:08,287 Texture property in a GPU particles to die 197 00:07:08,543 --> 00:07:11,615 Let's work for basic enemy in our file system 198 00:07:11,871 --> 00:07:13,151 And Dragon over bed base 199 00:07:14,431 --> 00:07:16,735 No I don't want to change this depending on 200 00:07:16,991 --> 00:07:18,527 And Adidas death component is on 201 00:07:18,783 --> 00:07:19,551 But we need this 202 00:07:19,807 --> 00:07:20,319 To work 203 00:07:21,087 --> 00:07:23,903 OK then let's assign a process material 204 00:07:24,159 --> 00:07:26,207 Click on the empty button here and 205 00:07:26,463 --> 00:07:27,999 New particle process material 206 00:07:28,255 --> 00:07:31,071 What is is this is essentially a material that 207 00:07:31,327 --> 00:07:33,375 All kinds of properties 208 00:07:33,631 --> 00:07:34,143 Dad 209 00:07:34,911 --> 00:07:36,447 Define how the party 210 00:07:36,959 --> 00:07:37,471 Haynes 211 00:07:37,727 --> 00:07:38,751 So you can see that 212 00:07:39,007 --> 00:07:41,823 It's now starting to actually run the particle system 213 00:07:42,079 --> 00:07:44,127 Now that we've suck better fight April 214 00:07:44,383 --> 00:07:44,895 What's this material 215 00:07:45,151 --> 00:07:48,479 So what I'm going to do firstly as I'm going to change this amount to 1 216 00:07:48,991 --> 00:07:52,063 So I've got a single entity flying out of the particle system here 217 00:07:52,319 --> 00:07:55,135 I'm going to collect the particles process material to expand 218 00:07:55,647 --> 00:07:56,415 Rene star 219 00:07:56,927 --> 00:07:57,695 Making a sack 220 00:07:58,463 --> 00:08:04,351 For the first property that we want to take a look at is direction in the direction to find which direction the particle 221 00:08:05,119 --> 00:08:05,631 Middleton 222 00:08:06,143 --> 00:08:07,679 Right now the direction has no 223 00:08:07,935 --> 00:08:09,471 That's because we have no initial 224 00:08:09,983 --> 00:08:15,103 So if I said the velocity men under the initial velocity section to something like 100 225 00:08:15,359 --> 00:08:19,967 You can see that now it is being sent in the direction and the direction in this case is 1 226 00:08:20,223 --> 00:08:20,991 In the axe 227 00:08:21,247 --> 00:08:22,527 N0 in the of 228 00:08:23,039 --> 00:08:24,831 So it's being sent off to the right 229 00:08:25,087 --> 00:08:25,599 But 230 00:08:25,855 --> 00:08:28,159 There is a spread value that supplied here 231 00:08:28,671 --> 00:08:29,951 Which control 232 00:08:30,463 --> 00:08:31,743 What angle 233 00:08:31,999 --> 00:08:33,023 It can 234 00:08:33,279 --> 00:08:35,839 The angle The Spread and also in other words 235 00:08:36,095 --> 00:08:37,887 There's a 45 degrees 236 00:08:38,143 --> 00:08:38,911 To the right 237 00:08:39,167 --> 00:08:40,959 In which the particle can be set 238 00:08:41,215 --> 00:08:42,495 If I set this to 0 239 00:08:42,751 --> 00:08:44,287 It will be sent at the same 240 00:08:44,543 --> 00:08:45,567 Direction of the time 241 00:08:46,079 --> 00:08:48,895 Now there is gravity being applied to this particle 242 00:08:49,151 --> 00:08:52,991 Which is under the gravity section so I can change that to 0 in the Y 243 00:08:53,247 --> 00:08:54,015 And then a party 244 00:08:54,271 --> 00:08:54,783 Gorgeous girl 245 00:08:55,551 --> 00:08:58,623 So what we want to do is we want to send the enemy up 246 00:08:58,879 --> 00:09:00,415 And also 247 00:09:00,671 --> 00:09:03,231 Have gravity applies it looks like it's been affected by crime 248 00:09:03,999 --> 00:09:06,559 So let's turn the gravity up to something like 200 249 00:09:06,815 --> 00:09:08,095 Or beforehand 250 00:09:09,119 --> 00:09:11,679 Which change the direction to 0 in the X 251 00:09:12,959 --> 00:09:13,727 One in the way 252 00:09:13,983 --> 00:09:15,519 So 0ne x 1 and Y 253 00:09:15,775 --> 00:09:18,335 Or actually this needs to be -1 so close up 254 00:09:18,591 --> 00:09:21,151 Can you see the party starting and get some cool stuff 255 00:09:21,663 --> 00:09:27,039 Let's change the velocity minimum to 200 and the velocity maximum to 3 256 00:09:27,551 --> 00:09:29,855 Actually let's do 150 and 257 00:09:30,367 --> 00:09:30,879 2 258 00:09:31,391 --> 00:09:35,231 So now we have a random velocity is going to be chosen between 1 and 50 259 00:09:35,487 --> 00:09:35,999 200 260 00:09:36,255 --> 00:09:38,303 That will add a little bit of variety 261 00:09:38,815 --> 00:09:41,119 To Aldi entity is 262 00:09:41,887 --> 00:09:45,471 Air and I might even turn the last minimum down to one 263 00:09:46,239 --> 00:09:48,031 Just add a little bit more 264 00:09:48,543 --> 00:09:49,055 Terms of the rain 265 00:09:50,591 --> 00:09:52,127 So the next thing that we can look at 266 00:09:52,383 --> 00:09:57,247 The angular velocity in this is somewhere to the initial last the except this is the rotation 267 00:09:57,759 --> 00:10:00,063 So I'm going to set my angular velocity 268 00:10:00,345 --> 00:10:02,376 Subtitled by online-courses.club We compress knowledge for you! 269 00:10:02,377 --> 00:10:02,879 And you can read the property by hovering over 270 00:10:03,135 --> 00:10:03,903 He is proper 271 00:10:04,159 --> 00:10:06,975 And you can see that just clearly states of this is integral 272 00:10:07,231 --> 00:10:07,743 4 second 273 00:10:07,999 --> 00:10:11,839 So let's do of Alaskan men what's a negative 720 274 00:10:12,095 --> 00:10:14,143 Another lasting Max of positives 275 00:10:14,655 --> 00:10:16,191 It's going to pick a Valley 276 00:10:16,447 --> 00:10:18,239 Between the minimum and maximum 277 00:10:18,495 --> 00:10:19,263 That creates the party 278 00:10:19,775 --> 00:10:21,055 Now let's grow up 279 00:10:21,311 --> 00:10:24,639 And collapsed this particle processes material 280 00:10:25,407 --> 00:10:27,199 And let's go to the time section 281 00:10:27,455 --> 00:10:27,967 The particle 282 00:10:28,223 --> 00:10:28,735 And this 283 00:10:28,991 --> 00:10:30,271 Sort of defining a life 284 00:10:31,039 --> 00:10:32,063 Of your Pa 285 00:10:32,575 --> 00:10:36,159 So let's turn it down 2.75 seconds lifetime 286 00:10:36,415 --> 00:10:40,255 Just want a little bit quicker and I might even turn it down to .65 instead 287 00:10:40,767 --> 00:10:42,047 So 0.65 288 00:10:42,303 --> 00:10:43,839 It's not fair to me 289 00:10:44,095 --> 00:10:47,167 And we will turn on one shot in this is similar to the timer 290 00:10:47,423 --> 00:10:48,703 Basically one shot me 291 00:10:48,959 --> 00:10:50,239 That it will 292 00:10:50,495 --> 00:10:52,543 The particles once and then beta 293 00:10:53,055 --> 00:10:55,103 So we will have that later on 294 00:10:55,359 --> 00:10:55,871 Not 295 00:10:56,383 --> 00:11:01,759 Ok and then you may notice that it looks a little bit choppy in the editor and that's because bye 296 00:11:02,015 --> 00:11:02,527 Default 297 00:11:02,783 --> 00:11:04,063 8 interpret 298 00:11:04,319 --> 00:11:06,111 Godot interpolate the 299 00:11:06,367 --> 00:11:07,647 State of the park 300 00:11:08,159 --> 00:11:09,183 And what that means 301 00:11:09,439 --> 00:11:11,999 It will just simply smoothly 302 00:11:12,255 --> 00:11:13,023 Transition 303 00:11:13,279 --> 00:11:13,791 Between 304 00:11:14,047 --> 00:11:17,887 The different states of the particle simulation at the fee 305 00:11:18,143 --> 00:11:18,911 FPS 306 00:11:19,423 --> 00:11:21,727 Supply and I actually don't like 307 00:11:22,495 --> 00:11:28,639 They're supposedly a performance benefit but you don't really see the performance benefit unless you have a large number of Partick 308 00:11:28,895 --> 00:11:29,919 Which were not going 309 00:11:30,431 --> 00:11:34,015 So what I'm going to do as I'm going to turn off interpolated by unchecking now 310 00:11:34,271 --> 00:11:37,087 And then I'm going to turn the 6 FPS to 0 311 00:11:37,343 --> 00:11:38,367 Do a century make 312 00:11:38,879 --> 00:11:40,927 Simulate at the same frame rate 313 00:11:41,183 --> 00:11:41,695 The game 314 00:11:41,951 --> 00:11:44,255 And you can see your dad's looking nice 315 00:11:45,791 --> 00:11:49,375 Ok let's go back up to a particle process material and open their back 316 00:11:50,655 --> 00:11:55,007 And let's go down to the directions section in let's create a spread of something 317 00:11:55,263 --> 00:11:55,775 30 318 00:11:56,031 --> 00:11:57,311 So now you can see that 319 00:11:57,567 --> 00:12:00,383 The enemy will be flying in a rand 320 00:12:00,639 --> 00:12:02,431 130 degree angle as well 321 00:12:03,711 --> 00:12:06,015 Ok so this is looking really good 322 00:12:06,271 --> 00:12:09,855 We can play with the other settings I mean feel free to go ahead and 323 00:12:10,111 --> 00:12:12,159 As you can see that the orbit velocity 324 00:12:12,415 --> 00:12:13,439 Create an org 325 00:12:13,695 --> 00:12:14,975 Around the point 326 00:12:15,231 --> 00:12:16,511 Which is interesting but 327 00:12:16,767 --> 00:12:18,303 Not useful for our purposes 328 00:12:18,559 --> 00:12:20,607 You can change the linear acceleration to 329 00:12:20,863 --> 00:12:23,167 So that it gradually accelerate 330 00:12:23,679 --> 00:12:24,959 In the direction that it's going 331 00:12:25,215 --> 00:12:27,519 Saying for radial acceleration you can tell it to 332 00:12:27,775 --> 00:12:29,055 Accelerate radiowy 333 00:12:29,311 --> 00:12:30,079 Cancel 334 00:12:30,335 --> 00:12:32,127 Feel free to play with these 335 00:12:32,383 --> 00:12:32,895 Settings 336 00:12:33,151 --> 00:12:34,687 But the neck 337 00:12:34,943 --> 00:12:36,735 Important one that we want to change 338 00:12:36,991 --> 00:12:37,503 Is the scale 339 00:12:37,759 --> 00:12:40,063 And you'll notice that all these properties have 340 00:12:40,319 --> 00:12:41,343 Curves that you 341 00:12:42,111 --> 00:12:45,183 An occurs essentially determine the change over 342 00:12:45,439 --> 00:12:45,951 Time 343 00:12:46,207 --> 00:12:46,719 Of 344 00:12:47,743 --> 00:12:48,511 Various 345 00:12:49,023 --> 00:12:51,839 Insulate demonstrate that with the scales 346 00:12:52,095 --> 00:12:52,607 I'm here 347 00:12:52,863 --> 00:12:54,143 So with the scale Curve 348 00:12:54,399 --> 00:12:55,935 Play Connie md-button here 349 00:12:56,191 --> 00:12:57,983 And your new curved texture 350 00:12:58,239 --> 00:12:58,751 And then 351 00:12:59,007 --> 00:13:00,287 Open at curved x 352 00:13:00,799 --> 00:13:03,103 And we have the curve resource here 353 00:13:03,615 --> 00:13:06,943 So let's click on this Curve and we end up with the 354 00:13:07,199 --> 00:13:07,711 2 points 355 00:13:07,967 --> 00:13:10,271 You may have played with turbans before 356 00:13:10,527 --> 00:13:12,063 Is 2.0 a century 357 00:13:12,319 --> 00:13:13,087 Define a busy 358 00:13:13,855 --> 00:13:14,623 Simmer 359 00:13:14,879 --> 00:13:17,183 To change how the scale of the 360 00:13:17,439 --> 00:13:22,047 Particle change over time so you can see if I switch on 20 and then have it gradually go up 361 00:13:22,303 --> 00:13:22,815 1 362 00:13:23,071 --> 00:13:23,839 It will 363 00:13:24,095 --> 00:13:25,119 Start off 364 00:13:25,375 --> 00:13:27,679 At a scale of 0 and then gradually grow 365 00:13:27,935 --> 00:13:32,543 So we went to do as we actually want to start off at 1 and gradually go down 366 00:13:33,567 --> 00:13:34,079 0 367 00:13:35,359 --> 00:13:38,431 Now we wanted to hold the initial 368 00:13:38,687 --> 00:13:42,527 Scale for a little bit we can right click in this current click add point 369 00:13:42,783 --> 00:13:45,087 And I'm going to drag it up until about 370 00:13:45,343 --> 00:13:45,855 5 371 00:13:46,111 --> 00:13:47,391 Or maybe even 372 00:13:47,647 --> 00:13:49,439 Somewhere around .6 373 00:13:49,951 --> 00:13:53,279 So I was actually saying maintain your scale until you 374 00:13:53,791 --> 00:13:55,583 0.6% 375 00:13:56,095 --> 00:13:59,423 So maintain your scale until you're 60% through their lifetime 376 00:13:59,679 --> 00:14:01,727 And then gradually fade Out 377 00:14:02,239 --> 00:14:03,007 2 378 00:14:03,775 --> 00:14:05,055 Or scale out 20 379 00:14:05,311 --> 00:14:09,151 You got a bunch of other options here basically you can manually 380 00:14:09,407 --> 00:14:10,175 Point of view 381 00:14:10,431 --> 00:14:10,943 Suffering 382 00:14:11,199 --> 00:14:14,271 If I wanted to be exactly 0.6 I can change that there 383 00:14:14,527 --> 00:14:16,575 And make that exactly .6 an hour 384 00:14:17,343 --> 00:14:18,879 It's probably situated on the line 385 00:14:20,159 --> 00:14:22,207 But that's pretty much good for our purpose 386 00:14:22,719 --> 00:14:28,607 And another some other options down here you can feel free to change the colour which is essentially just a modulator supplied to the 387 00:14:28,863 --> 00:14:31,679 And some other options that we don't need to get 388 00:14:32,191 --> 00:14:32,703 Ok 389 00:14:32,959 --> 00:14:35,519 So we've got a nice little particle in meeting now 390 00:14:35,775 --> 00:14:38,847 Let's turn on One shots of collapse the particles 391 00:14:40,383 --> 00:14:41,407 And then turn on one shot 392 00:14:41,663 --> 00:14:43,455 Amelia particle system 393 00:14:44,735 --> 00:14:46,271 So what we're going to do as we're going to 394 00:14:46,783 --> 00:14:49,599 Add an animation player that's right click and Child 395 00:14:50,111 --> 00:14:51,135 Animation player 396 00:14:53,439 --> 00:14:53,951 Make that 397 00:14:54,463 --> 00:14:54,975 First 398 00:14:55,231 --> 00:14:56,511 The first child of the scene 399 00:14:56,767 --> 00:14:57,279 An inkling 400 00:14:57,535 --> 00:14:58,303 Animation 401 00:14:58,559 --> 00:14:59,071 New 402 00:15:00,351 --> 00:15:02,143 Animation and what does colander for 403 00:15:02,655 --> 00:15:04,191 Create a default animation 404 00:15:04,447 --> 00:15:06,751 And let's turn on autoplay 405 00:15:07,519 --> 00:15:10,591 And then what we're going to do is we're going to select a GP party 406 00:15:10,847 --> 00:15:12,383 Studio I'm going to collect the key 407 00:15:12,895 --> 00:15:13,407 The meaning 408 00:15:13,663 --> 00:15:14,431 Anyway 409 00:15:14,943 --> 00:15:15,455 Create 410 00:15:15,711 --> 00:15:17,759 And then select that first key that 411 00:15:18,015 --> 00:15:18,527 Created 412 00:15:18,783 --> 00:15:19,295 Turn it on 413 00:15:19,551 --> 00:15:20,319 Now if you play 414 00:15:20,831 --> 00:15:21,599 You should see the 415 00:15:21,855 --> 00:15:22,623 Departed 416 00:15:23,903 --> 00:15:25,695 Dial no sometimes if you start playing 417 00:15:25,951 --> 00:15:26,463 Too early 418 00:15:26,719 --> 00:15:27,487 It's not going to Amy 419 00:15:27,743 --> 00:15:29,023 That's because the particle system 420 00:15:30,047 --> 00:15:30,559 Before it 421 00:15:31,839 --> 00:15:33,375 So sometimes I just won't play 422 00:15:33,631 --> 00:15:35,423 But rest assured it is work 423 00:15:35,935 --> 00:15:40,287 And the final thing that we're going to do in preparation for actually implementing this component 424 00:15:40,543 --> 00:15:41,823 Is we are going to 425 00:15:42,335 --> 00:15:43,615 Add a new track 426 00:15:43,871 --> 00:15:44,639 2 hour 427 00:15:44,895 --> 00:15:46,175 Default animation 428 00:15:46,687 --> 00:15:48,735 Ever going to do a call method track 429 00:15:48,991 --> 00:15:50,783 And then on the desk component 430 00:15:51,295 --> 00:15:52,319 Click double click 431 00:15:52,831 --> 00:15:54,623 And then at the very end of the anime 432 00:15:54,879 --> 00:15:55,391 Right 433 00:15:55,647 --> 00:15:56,671 On the function track 434 00:15:57,695 --> 00:15:59,231 In order to do queue 435 00:16:00,767 --> 00:16:03,327 Essentially this animation is going 436 00:16:03,583 --> 00:16:06,655 Play the particle wait for the particle to be done in meeting and 437 00:16:06,911 --> 00:16:07,935 Free the whole 438 00:16:08,447 --> 00:16:14,591 Alright so we've got a particle in place and we've got our death component stopped out in the next lesson 439 00:16:14,847 --> 00:16:17,407 We're going to be hugging this up to the health component 440 00:16:17,663 --> 00:16:22,015 So that we can have a generic way of handling an Omega 28938

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