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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.

  • The workspace holds one new Part with Size 4, 4, 0.2 and Transparency 1. 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.

Steps 1, 9, 11 and 12 repeat earlier exercises.

StepControlActionResult
1The PartSelect, then press TransformThe HUD and the Properties panel open.
2≡ ▸ InventoryPressThe Inventory panel opens.
3Inventory ▸ sidebar ▸ Inventory ▸ MeshFlipbooksClickThe grid fills with flipbooks. Each thumbnail plays its frames and is labelled with a name and a frame count.
4Inventory ▸ a thumbnailClickThe Details panel opens beside the Inventory and plays the flipbook.
5Details ▸ InsertPressThe button reads Inserted! for a moment.
6Properties ▸ Emission ▸ EnabledSwitch onTen 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.
7Properties ▸ SpawnExpandThe Spawn rows show.
8Properties ▸ Spawn ▸ OrientationSet to FacingCameraEvery card turns its picture toward the camera and keeps it there as the camera moves.
9Properties ▸ Motion ▸ SpeedEnter 3The cards rise.
10Properties ▸ DecalsExpandOne layer is listed, named after the flipbook.
11Properties ▸ Decals ▸ the layer ▸ Transparency ▸ ⋯Press, drag the right-hand keypoint up to 1, press ApplyEach picture fades out as it rises.
12Properties ▸ Emission ▸ EnabledSwitch offThe flame stops.

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.

ModeHow the frames are played
OneShotOnce, spread across the particle’s life. Framerate is not used.
LoopAt the Framerate, starting again from the first frame after the last.
PingPongAt the Framerate, forward and then backward.
NoneNot played.
SymptomCauseAction
Insert reads Inserted! but no picture appearsThe emitter was not selected.Select the emitter and press Insert again.
A new Folder of Decals appears in the workspaceNothing 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 sideA Decal is drawn on one face of the card.Set Orientation as in step 8.
A grey or coloured slab shows behind the pictureThe Part’s Transparency was not 1 before Transform.Enter 1 in Appearance ▸ Transparency.
The grid reads No itemsThe library did not download.Open Inventory ▸ Textures and press Retry there. Allow web requests for the plugin if Studio asks.
ChangeResult
Flipbook ▸ Mode Loop, then Framerate 24The frames run at 24 a second and start again after the last, however long the particle lives.
Flipbook ▸ StartRandom onEach particle starts on a frame of its own, so no two cards match.
Insert a second flipbookA second layer is added on top of the first, with its own rows under Decals.
Decals ▸ the layer ▸ ColorTints the picture. Drawn as a graph, the tint changes over the particle’s life.
Spawn ▸ Orientation FacingCameraWorldUpThe cards turn toward the camera but stay upright. They never lean back when seen from above.
Appearance ▸ Size, a graph from 4 to 7The card, and the picture on it, grows as it rises.
New in this exerciseThe Inventory and Insert. Orientation. The Decals list. Flipbook Mode.
Done beforeTransform (Exercises 1 and 4). Enabled (Exercises 1, 2 and 4). Speed (Exercises 1 and 4). A Transparency graph (Exercise 4).
Carried forwardKeep this emitter. Exercise 10 uses it again.