Back Dash - VFX #1

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Transcript

Welcome back everyone. In the last video we went about making a sound effect for when our characters going to be doing their back dash skill in this one, our goal is to create a cool looking streak visual effect when our character back dashes. Now before we get to that, I just wanted to mention one thing about the sound cue that we just made. I'm just going to jump into it if you don't already have it open, you can double click on it to open it up our mixer know that we have added here right at the end, I failed to mention that with that selected over in the Details panel, you can determine how loud each of these comes through against each other. Again, input zero is this top one input one is this bottom one, the whooshing sound effects so that is where you can have some fine control over how loud each of these different sounds that you're mixing together is.

Okay, so with that out of the way, let's get on to creating this cool visual effect. We're going to cheat here a little bit by copying an existing VFX and then modifying it from there, so the current visual effect that I want to copy is in our Infinity Blade effects pack. That is that pack right there. Now this whole video is not essential, you don't actually need to have some visual effects for your character back dashing. So if at some point in the future, they eliminate this add on pack or if you want to include a different visual effect for when your character back dashes, you can do that you don't actually need this effect. Just nice to have and you'll get to learn a little bit about how these particle effects are put together.

Okay, so inside of our Infinity Blade pack, I'm going to go into my effects folder. Inside here I'm going to be looking for FX monsters. Clicking in that we got to drill down quite a bit for this. Then I'm going to be looking for FX monster Frost Giant in there, and then I'm going to be going into my ice folder there. And the one that I'm looking for in here is p underscore trace, magic trail ice, this guy right here. So there is a pathway on how to get there.

This is the particle I am looking to copy. So with that highlighted, I'm going to right click on it, I am going to duplicate it, and I'm going to call this p underscore bak dash. So now we've got a copy of this particle effect. What I'm going to do with our sources panel open here as well. And if that's not open, you can toggle it on and off like that. I'm going to collapse all these Infinity Blade effects folders.

I should not have done that because now I've lost where my P back dashes right here. Let me select that folder again and just type in BAC dash. That'll bring in that particle that we just created. created or rather copied. And what I'm gonna do is I am going to drag this into our Metroidvania particles folder right there. And when I drag and drop it on there, it's gonna say do you want to copy it here Do you want to move it here, let's actually move it here.

So that it is now within our Metroidvania series of folders. All right, now we're going to be beginning work inside of this particle effects. Let's double click on it to open it up. I'm gonna dock it across the top here to maximize our space. And the first thing I want to do is I want to disable this particular particle emitter right here, and I can disable this particle emitter by clicking that box right there, that little checkbox right there. I turned it into a red X and that is going to make it so that this particular particle emitter does not work.

Okay, now we've got this trans square particle emitter. And what I want to do inside here is add two modules. And the way we can add modules to this particle that determines how it's going to look is by right clicking right clicking down in some empty space down here. And I'm going to go under location and I want to set any initial location for this particular particle effect. Okay, and then I'm going to right click again, in some empty space, and I'm going to come under acceleration, and I want to add a drag module. Okay, now we want to edit some of these modules inside of our trans squared emitter.

And I'm going to start with our required module. We'll come back to some of these ones that we just added, but I'm going to start with our required module right here. See, select that When it's selected, and it's yellow, I'm going to come under the details and I'm going to find emitter loops. And currently it's set to zero, meaning that this emitter is going to play indefinitely. I only want this to play when we tell it to play one that time, not not indefinitely. So I'm going to set the emitter loops here to one connects, I'm going to select our spawn module, not spawn per unit, but just spawn.

And over in the Details panel, I'm going to come under this burst list area. And I'm going to click this little plus button. And it's going to add this element right here, element zero. I'm gonna say I want a count of 20 and a count low of 10. And now you're starting to see things appear on the screen. So when our characters gonna be backlash, and we're going to kind of kick up this cloud of dust.

Okay, so now you're seeing it Come to like you didn't see it much before. This time at zero is going to be fine. Next, I'm going to select our lifetime module. With our lifetime module selected, I'm going to come over to the Details panel, click this drop down. We've got this distribution float uniform, yes, let's click that little drop down and I'm going to set the min time to be here to be point five, the max time we can leave at 1.5. So this is going to determine how long this smoky counter particle this dust stays in existence.

Next, Next, let's select our initial size module. Over in the Details panel, let's expand some of these drop down triangles. Distribution vector uniform all good. We're going to set our x max value here to be 100. We're going to set our X min to be negative 100 and the y and the Z we're going to leave at zero so what that does is it sets the initial size of this particular particle, initial velocity, let's select that module next, over in the Details panel under start velocity, click that open, click your distribution open. And for our max value here, I'm going to set that to be negative 1000.

And I'm going to set our distribution X min to be negative 1500. Okay, now you're starting to see it kind of kick off a little bit to the right, our y we're going to set to be negative 100. And our y min, I'm going to set to be 100. Now it doesn't really matter which one you have these in I could set the max probably should more appropriately set the y max to be 100 and the y min to be negative 100 because that is a lower value then 100 but it doesn't really matter which one you have the minus in which one you have the positive in, it's just specifying a range, and then our Z of 10 for the max and Z of min five, that's going to be fine. Okay, so now we want to select our initial location modules like that guy.

Come over to the Details panel, click this drop down for the start location. Distribution vector uniform is fine. Our max for the X and our min for the x is going to be zero. Our y max is going to be 50. Our y min is going to be negative 50. Our Z max is going to be negative 90.

And our z min is going to be negative 100. And this module does what you think it is going to do. It's going to set the initial location as to where this particular effect spawns in. Okay, next I'm going to select our drag module. And in the Details panel, click this little drop down. And we've got this distribution distribution flow constant, I want to set this value to be three.

Now when I do set that, you're going to notice how that puff of smoke just kind of slowed down, it literally sets a drag on it, when I had it to one, it just kind of constantly accelerated by setting that to higher value, see, like 10 it would pretty much stop it on a dime. So I like three, four that Okay, so that's all well and good with that. The next thing I want to do is I want to add a brand new emitter. So over here in some empty space, I'm going to right click and I'm going to create a new sprite emitter. Okay and if we select this top bar right here, it's called particle emitter, just so as not to confuse it with this one that we disable along the left, I'm going to select that particle emitter and I'm going to change this In the Details panel to read streaks.

So this particle effect is going to consist of some smoke here as well as kind of a streaky effect as well. Okay, next thing I want to do is right in this empty space area up here, I'm going to right click, and I'm going to set our type data here to be mesh data. Okay, then you should have kind of these uh, what's called brown boxes floating up. This is going to allow us to include a mesh into here, which is what we want to do. So particles aren't just smoke, you can actually have particles be meshes as well. And what I mean by that is if I select our mesh data right here, Right now we are spawning this particle cube as a quote unquote particle.

I know it sounds a little bit weird to have a mesh being spawned as a particle, but you can do it. And right here with our mesh data selected in the Details panel, I'm going to change out this particle cube to be SM underscore charge mesh. That guy right there, and if I hover over it, you can see that this comes from the Infinity Blade effects pack. So I'm going to set that okay, and it's going to look momentarily like it's all disappeared, but stay with it here. Okay, next thing I want to do is I want to add a few more modules inside of here. So I am going to right click.

I'm going to add an initial location module. So we got to come to location initially To location. Then I'm going to right click, I'm going to add a size module and we're going to add a size by life module. Then I am going to right click and I am going to add a drag module that's going to be coming under acceleration and drag. In then I want to right click one more time here and I want to add a material mesh material module. Okay, so make sure you've added all these.

And if you didn't know you can actually reposition these modules in your stack here. If you so seem like you want to be add and you know, cluster certain modules together. You can drag and drop those around as well.

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