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We've animated our player in now
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It's time to end
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H
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Single enemy
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For now
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So let's go ahead and open up our basic enemy scene
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Bye
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Ctrl shift L in insert
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Four basic enemy
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An orbit Academy is a real
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So we're going to make the rats Catterall
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I'm going to go ahead and create a new child node
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Of type anime
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Employer same as we did with the player
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And bring it up to be the
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First child
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Set the scene
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What's click the animation button new
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And we can do the same thing as go to the Sprite here
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Actually let's do the same setup that we did for the players so create a new child known as well of type no
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2D
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And
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Create
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Call that visual
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Just like cell
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And bring it up just above the straight and then move the sky
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Increase the visuals
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This is the same setup going to be using the same trick
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As the player
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Socialite the Sprite 2D make sure of it
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Subtitled by
online-courses.club
We compress knowledge for you!
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To be selected in nostrils now
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So spray today and then scroll down to the transform section
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Create a track
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4
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Position
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Rotation
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And sky
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Alright
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So
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The rat
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Is a skill
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Creature
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And so we're going to try to give the impression
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So at .1 seconds let's try may be offset
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Positions I'm going to insert
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IKEA .1 seconds
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I want to change the position to neg
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1
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Like so
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And then perhaps I will go 2.2 and change or .3
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Jealous another key from the point 3 and then change
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21
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Ok let's change the overall animation length over on the right hand side you at point for
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And again you can use this slider in the bottom
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You change
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The zoo
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And a letter neighbour
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Animation looping here
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And also going to turn on AutoPlay on
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That we don't have to do
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The right kind of skittering along we might want to make that faster but that's looking ok
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Play for now and I'm going to change the rotation as well so
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When inserted Kia PT 14
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Quotation
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And I'm going to change it to probably negative
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An
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To I'm going to change
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I'm going to create another
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On the rotation track and chain
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Add to 50
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And then I'm going to go back to negative
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Team in the neck
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On point
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And then we can start the red off at
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15 degrees
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What's the first key for
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Alright so we've got a little scary anime
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You can see the looking pretty good
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Maybe we won't need the scale track so let's just play the game
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Ears ncy
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Happens
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That's actually looking pretty good
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I don't know if I would change much about
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That gives a nice impression that the rat is Skittle
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I need the last thing that I would do here for this enemy is I would go back to my anime
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And change all the interpolation mode
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Cuba
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Just like we do at the player and then I wouldn't I would like to see
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Looks like someone around the game
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I think that looks pretty good
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Perhaps my only complaint is that
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Rotation is a little bit extreme
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Send me a change all these to be either 10 and -10 on the rota
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Track
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So I'm going to start with 10 then go to negative
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Then go back
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210
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Then go back
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Negative
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I think that looks much better so we've got skittering rats
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No not done with the enemy because enemies can die the player can die as well but we cannot handle the player death
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Future
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Enemies can die
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So before we created death animation I am going to remove the scale track from this one
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By clicking the delete button over
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And that will remove their Trek because we don't need it there's no reason
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Give me a round if we don't need
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Now we're not done with the enemy we want to handle enemy death as well and we're gonna do that
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Slightly different way and I'm going to try to explain my
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Forest
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So
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We want to play an animation
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The enemy die
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And one way we could do that is we could add another animation
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For DAF in the animation player here
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And then
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Call that
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And that works and that you can do that in a lot of instances but were thinking about our game right we have
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Brinsons a sword
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The grabs the news
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Location of the enemy
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The enemy
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In order to spawn
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The Sword of
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Let's go to prison
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Problem
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Because an enemy that is dying a still going to be registered as a valid enemy and so we met
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Stop having our ability
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Attacking enemy that is already dead
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Which
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Not
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Good
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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
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But there are other
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Slight
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Annoyances like we have to
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Start
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Introducing more conditional logic
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The enemies
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If it's dying
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We can
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We can play the correct animation
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And perhaps the greatest annoying
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Or is that we have to create a day
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Animation for every single
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I don't know about you but I would much rather have
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A
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Genera
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Manor it's very hard to reuse and
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Desperate scenes
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So what I'm going to do is I'm going to create a component that ends
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Shooting a single particle
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Which matches the enemy
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Sprite
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That will
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Send the enemy flying in an upward Direction
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And I think this is going to be more entertaining and more fun
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In addition to more easily
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Riu
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So let's get that setup
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What I'm going to do is I'm going to create a new scene
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I'm going to see in New seen or you can help control an
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Let's Create
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The route seen as a note to die
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And we're gonna call this
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Just component
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Try and save that daughter scenes
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Component and save it in
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Component directory
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Then what we're gonna do is we're going to Ally child mode
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GPU particles
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Now
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You may need to use CPU particles to die
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Depending on your hardware
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So if you end up here
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Trouble with
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GPU particle
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You can try using the the CPU part of
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Chances are there that if you're on the forward plus render as shown in the top right that you can
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Use the
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GPU
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Call Stu email
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Ok
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So what are we going to do so this is
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Going to be an introduction to particle cinema going to use the particles more
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Typically what you'll see particles used for or like
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Snow
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And other
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Somewhere to there
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We're going to be using it in a little bit of a creative way for
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The enemy
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Death
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But will be using them in different ways as well later
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Alright so the first thing that we want to do is let's change
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Texture property in a GPU particles to die
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Let's work for basic enemy in our file system
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And Dragon over bed base
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No I don't want to change this depending on
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And Adidas death component is on
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But we need this
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To work
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OK then let's assign a process material
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Click on the empty button here and
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New particle process material
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What is is this is essentially a material that
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All kinds of properties
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Dad
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Define how the party
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Haynes
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So you can see that
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It's now starting to actually run the particle system
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Now that we've suck better fight April
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What's this material
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So what I'm going to do firstly as I'm going to change this amount to 1
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So I've got a single entity flying out of the particle system here
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I'm going to collect the particles process material to expand
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Rene star
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Making a sack
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For the first property that we want to take a look at is direction in the direction to find which direction the particle
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Middleton
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Right now the direction has no
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That's because we have no initial
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So if I said the velocity men under the initial velocity section to something like 100
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You can see that now it is being sent in the direction and the direction in this case is 1
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In the axe
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N0 in the of
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So it's being sent off to the right
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But
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There is a spread value that supplied here
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Which control
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What angle
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It can
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The angle The Spread and also in other words
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There's a 45 degrees
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To the right
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In which the particle can be set
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If I set this to 0
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It will be sent at the same
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Direction of the time
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Now there is gravity being applied to this particle
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Which is under the gravity section so I can change that to 0 in the Y
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And then a party
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Gorgeous girl
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So what we want to do is we want to send the enemy up
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And also
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Have gravity applies it looks like it's been affected by crime
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So let's turn the gravity up to something like 200
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Or beforehand
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Which change the direction to 0 in the X
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One in the way
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So 0ne x 1 and Y
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Or actually this needs to be -1 so close up
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Can you see the party starting and get some cool stuff
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Let's change the velocity minimum to 200 and the velocity maximum to 3
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Actually let's do 150 and
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2
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So now we have a random velocity is going to be chosen between 1 and 50
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200
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That will add a little bit of variety
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To Aldi entity is
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Air and I might even turn the last minimum down to one
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Just add a little bit more
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Terms of the rain
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So the next thing that we can look at
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The angular velocity in this is somewhere to the initial last the except this is the rotation
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So I'm going to set my angular velocity
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Subtitled by
online-courses.club
We compress knowledge for you!
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And you can read the property by hovering over
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He is proper
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And you can see that just clearly states of this is integral
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4 second
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So let's do of Alaskan men what's a negative 720
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Another lasting Max of positives
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It's going to pick a Valley
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Between the minimum and maximum
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That creates the party
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Now let's grow up
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And collapsed this particle processes material
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And let's go to the time section
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The particle
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And this
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Sort of defining a life
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Of your Pa
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So let's turn it down 2.75 seconds lifetime
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Just want a little bit quicker and I might even turn it down to .65 instead
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So 0.65
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It's not fair to me
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And we will turn on one shot in this is similar to the timer
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Basically one shot me
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That it will
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The particles once and then beta
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So we will have that later on
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Not
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Ok and then you may notice that it looks a little bit choppy in the editor and that's because bye
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Default
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8 interpret
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Godot interpolate the
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State of the park
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And what that means
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It will just simply smoothly
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Transition
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Between
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The different states of the particle simulation at the fee
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FPS
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00:11:19,423 --> 00:11:21,727
Supply and I actually don't like
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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
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Which were not going
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So what I'm going to do as I'm going to turn off interpolated by unchecking now
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And then I'm going to turn the 6 FPS to 0
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Do a century make
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Simulate at the same frame rate
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The game
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And you can see your dad's looking nice
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Ok let's go back up to a particle process material and open their back
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And let's go down to the directions section in let's create a spread of something
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30
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So now you can see that
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The enemy will be flying in a rand
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130 degree angle as well
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Ok so this is looking really good
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We can play with the other settings I mean feel free to go ahead and
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As you can see that the orbit velocity
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Create an org
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Around the point
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Which is interesting but
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00:12:16,767 --> 00:12:18,303
Not useful for our purposes
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00:12:18,559 --> 00:12:20,607
You can change the linear acceleration to
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00:12:20,863 --> 00:12:23,167
So that it gradually accelerate
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In the direction that it's going
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00:12:25,215 --> 00:12:27,519
Saying for radial acceleration you can tell it to
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Accelerate radiowy
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00:12:29,311 --> 00:12:30,079
Cancel
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00:12:30,335 --> 00:12:32,127
Feel free to play with these
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Settings
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00:12:33,151 --> 00:12:34,687
But the neck
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Important one that we want to change
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00:12:36,991 --> 00:12:37,503
Is the scale
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And you'll notice that all these properties have
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Curves that you
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An occurs essentially determine the change over
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Time
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00:12:46,207 --> 00:12:46,719
Of
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Various
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00:12:49,023 --> 00:12:51,839
Insulate demonstrate that with the scales
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I'm here
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So with the scale Curve
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00:12:54,399 --> 00:12:55,935
Play Connie md-button here
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And your new curved texture
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And then
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Open at curved x
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00:13:00,799 --> 00:13:03,103
And we have the curve resource here
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00:13:03,615 --> 00:13:06,943
So let's click on this Curve and we end up with the
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2 points
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You may have played with turbans before
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Is 2.0 a century
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Define a busy
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00:13:13,855 --> 00:13:14,623
Simmer
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00:13:14,879 --> 00:13:17,183
To change how the scale of the
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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
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00:13:22,303 --> 00:13:22,815
1
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It will
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Start off
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At a scale of 0 and then gradually grow
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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
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00:13:33,567 --> 00:13:34,079
0
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00:13:35,359 --> 00:13:38,431
Now we wanted to hold the initial
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00:13:38,687 --> 00:13:42,527
Scale for a little bit we can right click in this current click add point
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00:13:42,783 --> 00:13:45,087
And I'm going to drag it up until about
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5
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Or maybe even
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Somewhere around .6
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So I was actually saying maintain your scale until you
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00:13:53,791 --> 00:13:55,583
0.6%
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00:13:56,095 --> 00:13:59,423
So maintain your scale until you're 60% through their lifetime
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00:13:59,679 --> 00:14:01,727
And then gradually fade Out
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00:14:02,239 --> 00:14:03,007
2
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00:14:03,775 --> 00:14:05,055
Or scale out 20
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00:14:05,311 --> 00:14:09,151
You got a bunch of other options here basically you can manually
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00:14:09,407 --> 00:14:10,175
Point of view
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Suffering
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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
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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
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00:14:32,959 --> 00:14:35,519
So we've got a nice little particle in meeting now
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00:14:35,775 --> 00:14:38,847
Let's turn on One shots of collapse the particles
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00:14:40,383 --> 00:14:41,407
And then turn on one shot
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00:14:41,663 --> 00:14:43,455
Amelia particle system
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00:14:44,735 --> 00:14:46,271
So what we're going to do as we're going to
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00:14:46,783 --> 00:14:49,599
Add an animation player that's right click and Child
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00:14:50,111 --> 00:14:51,135
Animation player
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00:14:53,439 --> 00:14:53,951
Make that
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00:14:54,463 --> 00:14:54,975
First
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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
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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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