Exercise 5: A flame from a flipbook
Purpose. To make each particle show a moving picture in place of a plain shape.
The flame in Exercise 4 was a ball that changed size and colour. A drawn flame has detail no ball can show. The picture comes from a flipbook: a series of images shown one after another, like the pages of a flick book. Each particle becomes a flat card that carries the flipbook and turns to face the camera.
Before starting
Section titled “Before starting”- The workspace holds one new Part with Size
4, 4, 0.2and Transparency1. Set both in Studio’s own Properties window. The Part is the card. It is invisible, and only the picture on it will show. - The plugin has an internet connection. The built-in library is downloaded when the plugin starts.
Procedure
Section titled “Procedure”Steps 1, 9, 11 and 12 repeat earlier exercises.
| Step | Control | Action | Result |
|---|---|---|---|
| 1 | The Part | Select, then press Transform | The HUD and the Properties panel open. |
| 2 | ≡ ▸ Inventory | Press | The Inventory panel opens. |
| 3 | Inventory ▸ sidebar ▸ Inventory ▸ MeshFlipbooks | Click | The grid fills with flipbooks. Each thumbnail plays its frames and is labelled with a name and a frame count. |
| 4 | Inventory ▸ a thumbnail | Click | The Details panel opens beside the Inventory and plays the flipbook. |
| 5 | Details ▸ Insert | Press | The button reads Inserted! for a moment. |
| 6 | Properties ▸ Emission ▸ Enabled | Switch on | Ten cards a second appear at the Part. Each shows the flipbook once, from first frame to last, over its one second of life. All face the same way. |
| 7 | Properties ▸ Spawn | Expand | The Spawn rows show. |
| 8 | Properties ▸ Spawn ▸ Orientation | Set to FacingCamera | Every card turns its picture toward the camera and keeps it there as the camera moves. |
| 9 | Properties ▸ Motion ▸ Speed | Enter 3 | The cards rise. |
| 10 | Properties ▸ Decals | Expand | One layer is listed, named after the flipbook. |
| 11 | Properties ▸ Decals ▸ the layer ▸ Transparency ▸ ⋯ | Press, drag the right-hand keypoint up to 1, press Apply | Each picture fades out as it rises. |
| 12 | Properties ▸ Emission ▸ Enabled | Switch off | The flame stops. |
What the steps did
Section titled “What the steps did”Insert added a Decal to the particle’s template, on its front face, and filled a folder of frames for it inside MeshFlipbooks. The Decal is a layer. A particle can carry several layers, each with its own picture, and each is listed under Decals with its own Transparency, Color and Brightness.
In this exercise the Part itself is invisible and the layer is what shows. The Transparency graph in the Appearance section belongs to the Part. The Transparency graph under Decals belongs to the picture. Step 11 used the second one.
Orientation turns each particle every frame. FacingCamera points the particle’s front face at the camera, as long as the emitter Part itself is not rotated. The Decal sits on the front face, so the picture is seen flat on.
The Flipbook section sets how the frames are played. It starts at Mode OneShot: the whole flipbook is spread once across the particle’s life, whatever the Lifetime. A particle that lives two seconds plays the same frames at half the speed.
| Mode | How the frames are played |
|---|---|
OneShot | Once, spread across the particle’s life. Framerate is not used. |
Loop | At the Framerate, starting again from the first frame after the last. |
PingPong | At the Framerate, forward and then backward. |
None | Not played. |
If the result differs
Section titled “If the result differs”| Symptom | Cause | Action |
|---|---|---|
| Insert reads Inserted! but no picture appears | The emitter was not selected. | Select the emitter and press Insert again. |
| A new Folder of Decals appears in the workspace | Nothing that takes a flipbook was selected, so the frames were placed in a Folder. | Delete the Folder. Select the emitter and press Insert again. |
| The picture shows only from one side | A Decal is drawn on one face of the card. | Set Orientation as in step 8. |
| A grey or coloured slab shows behind the picture | The Part’s Transparency was not 1 before Transform. | Enter 1 in Appearance ▸ Transparency. |
| The grid reads No items | The library did not download. | Open Inventory ▸ Textures and press Retry there. Allow web requests for the plugin if Studio asks. |
Variations
Section titled “Variations”| Change | Result |
|---|---|
Flipbook ▸ Mode Loop, then Framerate 24 | The frames run at 24 a second and start again after the last, however long the particle lives. |
| Flipbook ▸ StartRandom on | Each particle starts on a frame of its own, so no two cards match. |
| Insert a second flipbook | A second layer is added on top of the first, with its own rows under Decals. |
| Decals ▸ the layer ▸ Color | Tints the picture. Drawn as a graph, the tint changes over the particle’s life. |
Spawn ▸ Orientation FacingCameraWorldUp | The cards turn toward the camera but stay upright. They never lean back when seen from above. |
| Appearance ▸ Size, a graph from 4 to 7 | The card, and the picture on it, grows as it rises. |
| New in this exercise | The Inventory and Insert. Orientation. The Decals list. Flipbook Mode. |
| Done before | Transform (Exercises 1 and 4). Enabled (Exercises 1, 2 and 4). Speed (Exercises 1 and 4). A Transparency graph (Exercise 4). |
| Carried forward | Keep this emitter. Exercise 10 uses it again. |