05. Let's create a hit mark (Slashing)!

Overview

In this chapter, you create an effect (hit mark) hit by a slash as used in an actual game. It is an effect where a sword line is expressed in the middle and small impacts flies around. In doing so, we explain copying and adding nodes and easing particles as new contents.

## Preparation

We made it possible to download the effect created in advance from the link below.

Since the length of the effect created is about 0.5 seconds, End in the Viewer Controls window is specified to 30 frames.

Easing

Easing is often used for various parameters.

Easing is a method of representing changes in values by specifying the values of the start and end points and automatically interpolating the values between them.

As shown in the figure below, position, rotation and scale have been specified by speed (1) or acceleration up to now. However, with this specified method, the longer the survival time becomes, the larger the value becomes.

On the other hand, in easing, specify the value (2) just after generation and the value (3) just before disappearing, and interpolate between values. Since you can specify the value just before disappearing, the shape of the particle becomes easy to understand.

PVA

Easing

There are several interpolation methods. Low speed 3 to high speed 3 can be specified for the start and end points respectively. The lower the speed, the harder the value changes, the faster the value, the easier the value changes.

Interpolation method

Create the effect

Effects are not often composed of single kind of particles but plural kinds of completely different looking particles. Effekseer can have multiple nodes. You can give completely different parameters for each node. Hit marks must also consist of more than one node. This time, you will create the nodes in order.

The direction of this effect is as follows.

  • The playback time is about 0.5 seconds (30 frames)

  • Color is purple (255, 32, 255) to pink (255, 128, 255)

Sword line node

You create a node where a particle slenderly cuts at an angle of 45 degrees, representing a sword line.

The sword line is specified to elongate in the direction of 45 degrees during 0.33 seconds (20 frames). Rotated Billboard is specified to tilt the particles.

Values are changed as follows.

This chapter has many values to change. Even if the atmosphere is alike, it is not necessary to make them all the same.

Window Value type Value
Basic Settings Name Line1
Basic Settings Time to live 20
Rotation Angle x=0, y=0, z=-45
Scale Scale Method Easing
Scale Start(Mean) x=4, y=1, z=1
Scale End(Mean) x=1, y=25, z=1
Scale Ease In Fastest
Scale Ease Out Slowest
Basic Render Settings Texture Texture/Line01.png
Basic Render Settings Blend Additive
Render Settings Configuration Rotated Billboard
Render Settings ColorAll Easing
Render Settings ColorAll-Start(Mean) 255,128,255,255
Render Settings ColorAll-End(Mean) 255,255,255,0
Render Settings ColorAll-Ease In Slowest
Render Settings ColorAll-Ease Out Fastest

At this point the effect is now as follows.

Sword line node

Impact node

When the attack hits, not only the sword line but also the impact is generated. Impact node is created like a sword wire.

Since the parameters of the sword line node and impact node are different, you need to add a node. First, you select Root. Then right click on Root to display the menu. From the menu, you choose Add Node.

Adding node

When the node is added, you click on the added node and edit that node.

The value ares changed as follows.

Window Value type Value
Basic Settings Name Line2
Basic Settings Spawn Count 10
Basic Settings Time to live 20
Rotation Rotation Method PVA
Rotation Angle(Deviation) x=0, y=0, z=180
Scale Scale Method Easing
Scale Start(Mean) x=1, y=1, z=1
Scale End(Mean) x=1, y=10, z=1
Scale Ease In Fastest
Scale Ease Out Slowest
Basic Render Settings Texture Texture/Line01.png
Basic Render Settings Blend Additive
Render Settings Configuration Rotated Billboard
Render Settings ColorAll Easing
Render Settings ColorAll-Start(Mean) 255,128,255,255
Render Settings ColorAll-End(Mean) 255,255,255,0
Render Settings ColorAll-Ease In Slowest
Render Settings ColorAll-Ease Out Fastest

fect is now as follows.

Impact node

Light emitting node No.1

Glowing effects at the moment of hit is better looking. The light emmiting node is also specified same as the sword line node.

Values are changed as fllows.

Window Value type Value
Basic Settings Name Flash1
Basic Settings Time to live 20
Scale Scale Method PVA(Single)
Scale Expansion Speed 0.6
Basic Render Settings Texture Texture/Particle01.png
Basic Render Settings Blend Additive
Render Settings ColorAll Easing
Render Settings ColorAll-Start(Mean) 255,32,255,255
Render Settings ColorAll-End(Mean) 255,128,255,0
Render Settings ColorAll-Ease In Slowest
Render Settings ColorAll-Ease Out Fastest

At this point the effect is now as follows.

Light emitting node No.1

Light emitting node No.2

New emiitting node is added because the light emission is still sober. This light emitting node is almost same as the light emitting node created earlier. Effekseer can copy nodes.

After selecting the lighting node, right click to copy the node.

Adding node

After selecting Root, right-click to paste the node.

Adding node

You can see that the light emmitng node has been duplicated.

The changed values from the original light emmiting node are as follows.

Window Value type Value
Basic Settings Name Flash2
Basic Render Settings Texture Texture/Particle03.png

You could create an effect that a slash hit.

Complete

Finally, I made it possible to download the effect created in this chapter.

Summary

In this chapter, You created effects that are likely to actually be used in games. In the next chapter, you will create even more complicated effects.