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Now if you're joining me from the last video, you may recognize this particle system. I just went ahead and deleted the particle behaviors that were applied so I could kind of take you through the thought process of adding behaviors to particle systems. So, press the spacebar and let's watch our animation here. And as you can see, we've got a pretty basic particle system that's happening, but we can make this animation a lot more interesting by applying some behaviors.
So I'm just going to stop playback for a second and position my playhead down here towards the end. Now if you haven't heard me say it before, I encourage you to always make your adjustments to particle systems in real time, meaning let Motion play back. But I like said earlier, based on how I'm recording this, I'm going to be starting and stopping, just so you can kind of see things in a little bit more detail. So with the particle cell selected, let's go to our Library. And if you go to Behaviors, I want you to go to the Particles subset.
And you notice there are two behaviors specifically designed to work with particles. First one, Scale Over Life. It's actually kind of important when you're creating a particle system. If you want it to create a more natural-looking animation, you might want to choose Scale Over Life. Spin Over Life is kind of fun. It adjusts the rotation as it spins away. So you can see it's created this kind of cool funky animation. Now since these particles are rather tiny, I'm just going to use Scale Over Life.
So to apply it, just drag and drop it right to the particle cell. And now you notice I can barely see anything, so let's jump over to the Inspector and see what we're dealing with. Well, first off, we have a Scale At Birth and a Scale At Death. Well, this is kind of overriding what's going on with the particle cell here, which is set to 300% Scale. So let's go back to our behavior here, and let's adjust its Scale At Death up to around 400.
And now we can adjust Scale At Birth up here a little bit as well. So now if I scrub through, you can see as the particles get older, they actually expand and disappear. This is giving a really neat flow to the animation. Let's watch it back in real time so you can kind of see what I'm talking about. It's subtle, but it just creates that softness that echoes the gradients in the background. I'm going to stop playback again for one second, and let's add a little bit more randomness to the motion.
Now, if you remember, when I had the particle cell selected in the Library, there were only two options for particles. Well, that's when simulations jump in. In here, you can simulate all kinds of different things. So first thing I want to do is create some random motion. If you go ahead and apply that by clicking Apply, the Random Motion will be applied to this cell, which is just this one particle, and that will be in turn replicated and shot out through the particle emitter.
So now if we jump over to the Inspector, we should look at the Amount of Random Motion and the Frequency and the Noisiness. Now it is moving on X and Y axes, so if we go ahead and press Play, you should notice a slight movement on the X and the Y. Now it's really subtle, but if you look at the edge of this purple circle here, you can see it just kind of adds a neat little wobble to the particle systems. See, if I crank up that Amount, here you'll see it even more.
It's just kind of making things wobble around. Now I'm going to stop playback here for a second and bring that Amount back down. So even though this is a tiny amount, just this subtle adjustment will create a slightly more polished look to your animation. Now as I'm looking at this, I still don't have the density that I was hoping as far as how the particles are on this line, so to create that, I'm going to actually use another simulation behavior. We'll stop playback here for a second.
In the Library, under Simulations, let's add some Gravity. If we go ahead and apply Gravity to the particle system, now you notice it's actually pulling these particles down in the animation. And it's really cool if you want to create a kind of a waterfall effect, you can definitely apply Gravity to your particles. And imagine what happens when you keyframe this behavior. But really in the Inspector, I just want to tweak this a little bit. Instead of having the Acceleration go down, I'm going to click and drag on the number and actually bring the Acceleration back to the left.
Let's rewind our playback and check this out. Now I'm getting kind of this cool flowing motion that's happening, and I'm just going to drag that adjustment back down here a little bit. And now you can see I've got slightly more particles on the top than I do on the bottom, but it is definitely creating a funky look to my animation. So anytime you want to create a particle system that has a little bit more natural look and flow, you should definitely check out adding some behaviors.
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