How to Make Your Own Animated Maps in #foundryvtt using Modules

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hey guys it's Bailey Wiki and you are looking at a uh this is a scene from the release that came out today it's February 3rd of 2024 and um we're looking at a scene that is not an animated map it's got animated effects like these little mod and and that lightning that you saw playing in the background and you know these rolling clouds but uh what we're going to do today is I'm going to show you uh a bunch of tools that you know many of you know about many of these tools some might be new to you but I'm just going to show you how to make maps that are alive like this and feel like they've got animated effects so let's jump into a couple more examples here's the same scene with a modified background I'm going to show you how I did this and how you can take a scene like this and modify the background but you can see all of these animated components and this also has some of these little Moes flying around and there's more than one way to make a lot of these effects you can see this scene here this entrance to a temple we've got a different sort of cloud effect and so I'm going to give you also multiple options and surprisingly a lot of this stuff is pretty free you can do most of this in Foundry just with free assets and free modules you can even like animate trees that are not they don't normally come animated and I've actually created a bunch of macros for you guys to actually use they're just free in my nuts and bolts and I'll show you all the different tools here that we're using and this should give you a pretty good start on making your own sort of living Maps like this okay so welcome to the animation lab this is just a scene with a bunch of the components that made up everything that you just saw so all of the maps that you just saw involved components like these so I'm going to walk you through all of these all the modules that could come into play if you want to do this kind of animation and uh we'll just kind of get get cracking so as far as the the modules that I'm using here first of all you you may or may not be aware there's a ton of animated asset modules out there this isn't even all of them I think but these are the ones that I like and I use these and I've got some samples here in this scene but jb2 has a free uh module for their animated assets their patreon is stupendous and does some really cool stuff jinker is another artist in the community has jer's animated art pack which I use a lot of Jack carox animated spell effects also very very helpful if you want to make a lot of these types of animated Maps uh and then I duplicated animated spell effects uh you also want to check out some of the effects modules tile scroll is from Ripper by the way these are all free uh tile scroll also free token magic effects that's for creating effects on tiles tokens uh drawings and other things FX Master for creating the weather effects and then I've just included some convenient macros and presets if you use the mass edit uh module which I suggest down here comes with a a presets feature which I did in my last video and I've just included a bunch of free ones that nuts and bolts module is free sometimes it calls out premium assets so if you think it doesn't work it's probably because it's trying to call a premium asset but you just need to change the the the asset reference I'll show you how to do that but the module or the macros themselves and the presets um Are all uh pretty helpful and then you also have some modules for Designing scenes some more utility modules so Mass edit on the top of the list tile sort is also by Ripper if you're going to use a bunch of ele elements in a map tile sort just helps you get to all the different elements even though they might be layering on top of each other levels of course also by Ripper also free that's if you want to create overhead and what I'll show is underfoot effects and then of course Mon's active tiles if you want anything to be smart as they say so let me take you on a little bit of tour here of the stuff that I think that you're going to want first of all you're going to want a black Square I know it sounds simple this is a black Square it's like one pixel but this just happens to be resized to uh to this size but it's a super simple asset it's in my uh premium module but it's easy to make a black Square you also will want non- tilable textures um those are just easier to find these are two examples of non- tilable textures meaning if I stacked one of these on top of the other one you would be able to see a seam right so there there's a seam there they're not tilable same with this this texture here and I'm going to show you how you're going to use non- tilable Textures in some flexible ways you also want if you can find them tilable textures tileable textures you can actually make in things like mid Journey just using the dash dash tile um modifier and that will make a you know a tilable texture so let me show you what these look like next to each other you notice there's no seam so that means they're they're tilable that's important if you want to zoom in and use some of these things as backgrounds do some other stuff with them it's also important if you want them to scroll so if you want clouds rolling by you're going to need a tilable cloud texture like this you can see there's no seam as it's rolling by and this is actually tilable in both directions so we could change this this is using tile scroll by Ripper we could change the direction to the other direction and oh we have a little bit of a a line there but uh you can see it's uh this was something that was created in mid Journey you can create something that is like this this is also a tilable texture um this came from my endless Road set comes from my endless Road set it's in my premium module but it's just clouds and they sit like an overhead and you can um they just bring instant sort of uh animation to a a scene and then you've got your animated assets and this is just a few of them there's so many there's probably hundred and these are from different artists right so if I go to my tile control this little rat running around this is from jinkers uh module it says uh ja a ja o is the module in the module list but that's jinker module and I use this to have a little rat running around scenes there's a macro in my nuts and bolts that just you apply this to a uh a tile and a little rat will run around your scenes it's also got this hummingbird I use the similar one I use that uh for for mine as well uh this one is just a bunch of flies buzzing around great um for if you want to just put them in a corner of a of a scene or put them in an ouse things like that these are all from jinker by the way I believe this fireplace is from jinker or this the campfire yep now this one's from animated spell effects which I believe is the jack kowak animated spell effects and this just shows you like just really cool stuff and you can resize these things but if you noticed in that last scene I'll show you how I do it you can have lightning flash right and if you make it smart with monks active tiles then you can have it flash only certain times right when it gets activated you can have it play a you know distant thunder sound along with it other things from Jack caroak this uh fire this is uh one of the acids I used in the uh the lava scene that used saw earlier and then you've got some more stuff from jinker you got really interesting things like these smoke trails and beams right more stuff from animated spell spell effects more from jinker if you want to make a wagon that looks like its wheels are turning this is another one from jener I mean how how many times are you going to use this this is perfect this is sort of a universally usable uh torch right so you can put it into static scenes and give them a little bit of Life other things that you're going to want is helpful macros in my nuts and bolts there's tons of macros in there again some of them call out uh premium assets you're just going to have to like open them up and see which ones do but it's easy enough to change them so I'll I'll give you an example this random uh overlay terrain so this is a grass overlay can open it up expand it out a little bit and you'll see that it's calling out tiles that are from my premium p pack right and there's a lot of different tiles that it randomizes you can just replace these with tiles that you make right these are just tilable uh tiles for grass and and other kinds of terrain you just need to get my macro and then replace those with the stuff that you make and and they'll work just fine uh floating objects right uh token magic effects um Mass edit so this is where if you've got an effect like this this is this has got a a token magic effects rotating fog applied to it if I click on mass edit I open this up I can now change the parameters of this right so if I didn't want a a red fog but I wanted a Blue Fog I can do that super easily I can even change it like Alpha right I can change um the speed at which it's rotating I can even change the scale right so I can zoom in on it and that's what makes this really powerful is you know you can zoom in zoom out and you see how you have this like crease here because it's not tilable well because you can zoom in on it you can zoom in past the crease so you can take things that aren't even tilable and you can have them serve as backgrounds right and I can blow this up to the size of an entire scene so tons of control that you get over this including making it spin faster or slower right and that's super helpful really subtle spin might also get your player sick but it's great when you're designing scenes and you don't want it to be too obvious that it's that there's Motion in the background and I just put this down here as a comparison tile scroll will also rotate textures but you can see it leaves the scene there's no way to zoom with tile scroll so that's why the token magic effects with the mass edit um to to edit that effect is helpful and you can find that uh rotating fog um in my macros and then you also have these Mass edit presets so if you have have Masset installed and you have my nuts and bolts installed you open up presets you can search for like rotating and you can see down here this external compendium that's where you can find my rotating fog I happen to have it already loaded in my world which would be show up here but if you have it uh nuts and bolts installed in active then massed it will go and look for special compendiums like mine in a little surface rotating fog for you on top of a bunch of other stuff and these are all free right so the textures may not be but the the functionality is so you can you can check them out if you have trees see this tree is slowly swaying in the wind right it's just a static tile but I've got um you know different uh levels of you know blowing trees that you can apply again just look under my macros grab uh select that that overhead tile and execute the macro and you can make the tree sway other things are fxm and FX master Master if you're not aware has the ability to mask so we're usually used to using fxm as an entire scene um effect but uh a lot of you don't know that you can actually restrict it to a mask so if I turn the mask off you can see the effect is everywhere if I turn it on then that mask is restricted to anything that's got this toggled on see so iover it say m uh mask FX Master particle effects if I turn that on this becomes a mask and it'll just show it within this area it's great if you want to have these effects just you know like um bubbles you know bubbling up in a in a bog or something like that and then the last piece is just foundaries you know core lighting right this is a light that's just part of Foundry core lighting I've got different things attached to it or different settings on it but it's just a ghostly light with certain speed and density and certain settings here on the Advanced options page and it gives you the ability to make liquids look animated I also have of course these walls if you don't know that you can block walls um or block lighting with these walls and you can just block lighting everything else you can see through it walk through it things like that so you can shape your lights any way that you want using walls and with that that's really a ton of things that we can play with and those are really what drove the the scenes that you just saw so let's jump into one of those scenes and I'll walk you through some of it because there's some techniques that you're going to want to know along the way okay so with the lava version of The Gauntlet they're both kind of the same thing but you'll notice you have all these tiles up here and these are new tiles oops let me switch to my overhead these are new tiles with my latest release and these are tiles that you can just assemble uh scenes with right and so this whole like Gauntlet of you know Stone and and elevation changes and stuff like that are just a bunch of tiles well they're all set as overhead tiles and they're all set in fact as overhead tiles starting at level zero and going to nine okay and you just notice my my settings here they're always visible right and so that's meant to be what your players walk on so how do I put these things underneath it well if you don't know this if you have levels installed and you go to your scene configuration I think it's levels that does this might be better R but I think it's levels you go to the basic tab you can set your background elevation to something other than zero so I put mine to negative 100 what that means is that all of these things are really overhead tiles and the only background tile is anything I push put in the background it pushes it to negative 00 so that means that I can place all of my background tiles and effects including all of these you know little you know animated tiles I can hide them underneath rocks and things like that and I can create this really cool effect where these little fire bursts are just happening here and there right I also have my lights right so all of these little special animated lights they're all deployed around here and that just gives the lava this the feeling like it's kind of blooming right so it's sort of glowing um and it gives a sense of movement even though it's just an illusion and I'll just show you my uh my settings here in case you're trying to replicate it I me just pause it on this part of the video right and it really makes a difference when you adjust contrast and uh luminosity and attenuation you can see how much it exposes or doesn't or the the underlying artwork now another thing that you don't necessarily know just by looking at this is this tile in the back I'll just kind of move it around here you see it's all black that is that black tile that black square that I showed you before right it's just a simple black Square stretched to the edges of the scene and I did mention fit tile to scene macro this is a nuts and bolts something Ripper made and it just takes a square and IT sizes it to the to the dimensions if you're seeing you can drag it around but so how do we then see this artwork well that is a token magic effects application right so if I click in my mass edit editor I see that there's actually two token magic effects filters applied to that that black square one is base terrain and the other one is tint so let's open Bas terrain and see what we're working with okay first of all the image path is the Subterranean lava I'll show you what that looks like right it's just a it's a simple non- tilable that's important uh tile right and while if it was table I could still use it if it's not tilable it would make that crease throughout the um well actually it would be just stretched out you wouldn't even be able to use it right um if I just applied it as a tile but because I apply it as an overlay I have these options for it to repeat to discard in this case I have it maintaining its as aspect ratio and maintaining its scale so no matter what the dimensions of the underlying tile are the artwork still shows up properly all I have to do is just scale enough that I don't see the edges right so if I scale out to one I'll just show you see if we can find an edge in here yeah here's an edge right here right so it doesn't work you can see the edges but if I just start to scale out it does and I also have the ability to move it around so if I want certain artwork to show up in a certain place I can just change the translation you notice that crease that went by right so I might want to zoom out more but you can change where the artwork shows up so it's just a much more flexible way of changing your backgrounds and your backgrounds are where you're going to find a lot of opportunity to create these these animations so another thing you can do is you can colorize it so if I go into this and I want to turn it blue I hit colorize it'll turn the whole thing and colorize the whole thing blue and that's how I get the other scene that you saw earlier right this scene is using the exact same background but it's actually colorized blue that's what gives me this new tint you apply some blue lights on top of it like I just showed you and you've transformed the whole scene right I add a little bit of fxm um you know Moes the other ones were kind of red these are blue and you're creating like you know foreground background animation and context and it's really really cool something that I added to this scene just to show you what's what's inside of it if I go to um my tile sort tool I'm looking at everything on the foreground now and you can see all the skeletons and other things that are deployed in the scene and then you see clouds right so I've built it as a as a foreground tile if I click it open you can see that it's at negative 1 negative 1 so it's just under the the feet of the players right um show everyone below you can just kind of copy these if you want to recreate it uh the animation is using tile scroll to scroll it at 0.1 speed right and the direction is one 180 so it's going from left to right then I also have the tile opacity dropped and I've tinted the color to Blue and that all gives me this these rolling clouds right and they roll in One Direction and as they go under the lights they get lit up right and so this is how you start to stack some of these effects together and they they look really really good okay now I'm going to show you this part so remember I was walking and then all of a sudden you see this this lightning flash right and you hear the thunder roll in the background it's a cool effect right but I didn't want that lightning to flash all the time so what that lightning actually is is a tile all right it's from kowax animated spell effects show you what it looks like here right it's that tile but you can see it just keeps flashing right so you use monks active tiles to change its Behavior there and that means that you know it's only going to flash certain time so let me show you how I set that up first of all levels wise uh it's a background tile it's not an overhead tile so it's sitting against the background with everything else uh from a basic perspective I just made it super large nothing special on the animation side but it's the triggers where we added some things so what I said was anyone any token traveling through moving through the uh the tile um must have sight to be able to trigger it I think that's on by default uh it will trigger this tile notice I have a cool down on it because I don't want every token all the time to keep triggering the tile I just want a cool down of eight seconds the actions are it's going to play this sound of distant Thunder it's a sound in my Premium Pack it's going to then start the animation for this tile then it's going to wait for one second and it's going to stop that animation and then it's going to reset the an animation and that is a complete cycle and then it'll hit a 8sec cool down and with that it's and then I just made three of those tiles right right so there's one here I reorientated it put another one over here and then I changed its orientation again and put a third one on the other side and the effect is super interesting right as I as my players are walking through they're going to hear this thunder rolling they're going to see the the you know the lightning flash in the background Isn't that cool and I could add more of these tiles right I could create more effect I could uh make a storm in the background I mean there's so much stuff I recommend you guys get these and check out what's inside of them um but I'll just give you like a a hint here like if we click into this we can see we have air effects here if we back up one we see Earth Energy fire ice lightning magic miscellaneous sci-fi water there's so much in here cracks and other things that you can use and that's just one module right we haven't got into JB JB 2A and Jin in ER just full full of really good stuff for you guys to make maps with I wanted to show you also how to edit some of these things if we go to foreground tiles let's say that our tree is blowing too much for the weather that we want right so if we go select it and then hit our token magic effects edit you can see the different um filters that I have applied and you can learn a lot just by opening this up and checking out how the filter is set up right you can see the different uh animation and other sets that make this filter work you can see there's a Twist filter so the first one's Distortion what that does is it makes these leaves sort of distort individually right then twist is what makes the the macro tile sort of move around like this right and I I've done all these customizations with twist and so you can change these values like take the zero off that you can see the twisting cuts down quite a bit if I increase it multiply it times 10 10 the twisting gets even more dramatic right the windier I want things to be I can certainly make that happen I can even go into the animation and I can speed things up or slow them down right so that's the same twisting but much much slower whereas here's a loop a very short Loop duration right and it looks funny so you come in here and you play around with these numbers until you have something that you're happy with let's say I want this to be less windy right I'll cut this in half say 1.5 and three and it just eases the you know the the amount of wind now I've went and created this um some of these for you some of these presets right so if you uh go into my nuts and bolts and you search for tree for example you'll find all of these leaves subtle strong and stormy all they do is just replace what you've got in here so if I want this to be subtle I click it and now I've got a more subtle blowing actually let me do this I'll I'll there's another macro called delete filters unselected that wipes out any filters and if I execute it again okay yeah there we go this subtle is just the leaves kind of subtly blowing right it's very very subtle and I don't I have it set up in a way that it won't replace the other one that's why you have to delete it and then go to like stormmy and all of a sudden that's really exaggerated right here's a scene this is a Subterranean uh part of the ruins that came out in this release and it has a little bit different um technique for its background right so these parts are the same this is actually one whole map piece right so it's just like one big piece and then you've got this rotating um tile behind it if I go to my background layer and I pull that tile out you can see it's just a black tile like the other one and it's got this filter applied to it if I open up the filter look at the Sprite that's being applied to It Go in here to the image path I can see I have other options here right in this case I'm happen to be using this gray option and then it's just colorized right so it's colorized to this blue color and that's what gives me this background but you'll also notice it's animated so if I go to animated you can see it's active and it's it's got this kind of slow rotation so let's let's zoom in on it and see if we can see that turn the lights up here too so you can see it slowly rotates but to your players they just notice movement right so it creates this really calm sort of sense of you know roiling fog underneath the underneath the main uh overhead tile right and again like you saw before I have the background ulation in this case just set to minus 10 just because I wanted the background to be 10t under where everybody's feet are going to be but you take that that rotation and then you add onto it these lights right and the lights then uh frustrate the rotation a little bit so you get the sense of movement in this direction but you also get the sense that the that the fog is roiling in multiple directions so those two effects together make for a really great effect and just to show you my settings here I'm using the light Dome setting or light Dome animation and you can see the rest of that here and then you ultimately want to turn down the lights because you don't want you want to basically design it the lights the way you want the lights to look that's why I like to turn the lights down because I I like to have the lighting reflect sort of you know what I want it to reflect put a little background noise on there some overhead tiles right using some of that fancy occlusion that you can use with overhead tiles we've got you know a little Tower here that players can climb up to and this is a just a very effective map very flexible you could see it be used in really any um you know campaign but it's got this just beautiful animation that when your players are playing it it just creates all this Intrigue right here we've got this Temple entrance in an ocean format right and we're just using smoke from my uh premium modules to simulate you know Ocean Spray right and I've just had that smoke just kind of pushing out from under the bridge right this is what that smoke shape actually looks like I could have even made the smart where it just fires every once in a while or as players are walking over it I've got these animated banners right with these skeletons kind of hanging from these these crosses but this is what you know this is what makes your players get really excited when they when they start playing a a map like this here's the same techniques I used in the other scene this is sort of the fire version of this but I did want to show you a different technique that I used here and this is where you can come into your scene configuration and you can go to the uh notice it's negative 100 for the background if you go to the ambience tab you can actually pick weather effects right Autumn Leaves rain this case I chose fog and you can even have all these FX Master effects so it integrates with those let's pick fog and I have it set to negative one so that's the height at which that weather effect will happen and you can see what it does it gives us this nice smooth pretty photorealistic fog effect right that's core Foundry fog effect and it's obscuring ing what's underneath it all the Moes are underneath there as well and you notice above the you know the bridge there is no there's no weather effect I just wanted to show you that as another option I think it just looks very very attractive and you might find um that you like that sort of look for for some of your scenes I mentioned the lights and the walls that can control lights you can see here you have this like a effect of sort of like it looks like water sort of slowly falling uh you know flowing out of this out of this crevice right uh so let me just show you what makes this up uh first of all there's a light here and this light is being contained by walls and if we open that light up we can see the settings for it it's a pulsing wave set to very low intensity very low speed and here's the options we chose for saturation and such right you put that inside of some walls and these walls really only do one thing they only restrict light otherwise you can see past them hear past them and walk past them and the light just naturally Fades out towards the end here real simple way of creating just a subtle animation I could speed this up of course give it more intensity if I want to give it you know make it more obvious that there's something sort of flowing out of there right these are all options that you can play around with so that's it I hope you guys have fun figuring out you know how to design your own maps with all these different kinds of animations and stuff I think it's super cool and I I really like designing Maps this way um it just you know it's it's just more engaging for for my players and you know and it's very efficient a lot of these effects you don't want to like overdo it but you saw I had a lot of effects running and it's just super efficient depending on what you're running you don't want to have too many animated tiles and other things you just got to keep an eye on that watch your frame rates and stuff but really you can do a lot with these scenes with just a subtle amount of work let me know in the comments if you have any questions or if you guys have other ways of creating animations that I didn't cover here uh people really read those comments and it's really helpful to you know to get other perspectives on how to do this kind of thing um but hopefully you guys enjoyed this and you enjoy my random Beast sounds in the back as I'm navigating our caves um but I have a lot of fun with this and I hope you guys have fun with me too in the meantime thanks everybody for all your support for the channel and have fun making your Maps
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Channel: Baileywiki
Views: 2,913
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Keywords: dnd, dnd5e, fonderie vtt, foundry dnd 5e, foundry modules, foundry tutorial, foundry vtt, foundry vtt dnd 5e, foundry vtt modules, foundryvtt, foundryvtt best modules, foundryvtt combat, foundryvtt tutorial, fundição vtt, fundición vtt, gießerei vtt, gießereivtt, rpg tools, vtt foundry, vtt, foundry vtt tutorial, foundry, foundry vtt review, d&d, foundry vtt 2021, foundry vtt features, foundry vtt modules d&d
Id: sXg7j3FreyE
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Length: 32min 59sec (1979 seconds)
Published: Sat Feb 03 2024
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