Interactive Dissolve | Tutorial

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find the object with the skin mesh animator and ADD child game object to it attach the interactive effect and follow the instructions choose the effect you want to use make sure that the r right option is enabled in the mesh importer inspector the same thing goes when using the standard mesh renderer the only difference here is that we are adding the game object with the interactive effect to the mesh itself adjust the sample count and set up the mask game object add materials to the material list and change its Shader to one provided by the asset you can choose between burn and smooth versions make sure to enable Alpha clipping if there are no errors in the inspector click update and set up effect you can change material settings and how they look in the material settings tab the guide texture has major imp impact on the look of the effect you can choose a guide texture from the textures Library provided by the asset important thing to know is that you need to use the P material properties to VFX graph after changing any property of the guide texture it's texture tiling or strength now if you try to play the effect nothing will happen that is because need to set up the interactive settings this feature automatically controls the transform of the interactive mask when the effect state is equal to zero so the effect is off the mask transform will be equal to the initial transform and when we are playing the effect the mask transform goes from the initial to final transform you can change the mask type by choosing a different one in the interactive mask type setting as you can see now I am adjusting the position transform when the effect state is zero and when the effect state is one so the initial position and the final position of the mask on the start and on the end of the effect you can easily change the particle effect by swapping the asset template to another one each effect has two set of settings one called visuals which is unique to each one of the effects and one called adjustments which is shared between all of the effects all of the effects have correct world based scale by default if your default mesh scale doesn't match real world Matrix you need to adjust the scale multiplier in the VFX graft this stat is by default very big if we divide the scale by six its size will be similar to our character reference because of that we need to set the scale multiplier to six now the particles are scaled correctly if you are scaling a game object you need to make sure that properties scale rate is adjusted correctly as you can see the smallest stature is three times smaller than the mid one so the scale rate needs to be 1/3 the same goes with the biggest statue here it's two times bigger than the middle one and the property scale rate needs to be set to two now the edge properties are scaled correctly without adjusting the scale right the edge would look the same no matter the scale of the object if you don't not want to create multiple materials for the same objects you can use instance material you can adjust all properties of the interactive effect script via code in runtime you can find multiple well documented examples on how to use the effect via code the last thing is the efficiency of the particle systems created with the VFX grab all of the effects are ready to use out of the box but it's always a good practice to make sure that the capacity of the VFX craft does not exceed the actual number of particles that are used also if you are modifying the spound r multiplayer make sure that there is enough capacity to hold all of the new particles
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Channel: INab Studio
Views: 480
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Id: ucphCLoctXM
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Length: 6min 33sec (393 seconds)
Published: Wed Jun 19 2024
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