- To fine tune Animation, use the Curve Editor. I want to make some simple changes to the Animation of the speed of the Particle Emitter. Select the CircleEmitter, go to the Node Parameters, and in the Circle Parameters, we'll see that if speed is not selected it's high-lighted in orange, meaning that it's animated. Select that parameter, then right click and choose Open curve. That opens up the Curve Editor showing us a graph of value of that parameter mapped against time, value vertical, and time horizontal.
We can see here we have a keyframe at frame 15. I can select that by dragging a rectangle around it. We see some statistics up here. At frame 15, the parameter has a value of zero. Select the other keyframe. At frame 18, it has a value one. We can do lot of things with this toolbar here. I just want to point out the most important ones. For one, we probably want to snap to the grid if we move these keys around.
Maybe I want to move this keyframe earlier in time, but I don't want the value to change. I also want it to land exactly on frame 17, and not on a fraction between frames. I can go over here to the magnet icon, Toggle Snap To Grid, click the arrow, and choose Horizontal Snap, and also click the arrow and choose Vertical Snap. I can select that keyframe and just drag it, and you can see that it snapping both vertically and horizontally.
I've now moved it to frame 17, but it still has a value of one. Cool. We can turn the snapping off, and that'll disable both horizontal and vertical axis. The most common thing that you want to do with keyframes is adjust their interpolation, or the shape of this line. To do that we can use these buttons up here. You'll see Set Selected Points to TCB, which is tension, continuity, and bias. We could set them to Beizer, Linear, or Stepped or hold keys.
The most convenient one usually is Beizer, but the default in interpolation type is actually TCB. With these keyframes selected, I'll click on Set Selected Point Type to Biezer. Now, we get familiar Beizer handles that we can move around. I'll click to deselect, and then click to select the add keyframe, and move that handle up and down to adjust the shape of that curve. Maybe I want the Animation to begin more suddenly.
That would be a fast interpolation. I can also look at more detailed information about selected keys. If I go over here to the far right of the Curved Editor toolbar, and click Show Key Properties. Now, we can see all sorts of further information about the selected keys. Then, I can select the other key and see it's properties as well. All right, that's how we control Keyframe Interpolation using the Curve Editor. In this case we will not see a huge change in the Animation.
It just that the water will come out a little bit more suddenly.
You'll learn how to create small-scale effects with standard particles, create free-flowing water effects with the Hybrido solver, and simulate open bodies of water such as oceans and ponds with RealWave. Author Aaron F. Ross also shows how to control interactions between objects and fluids with Caronte, the rigid- and soft-body physics engine included with RealFlow.
- Understanding the RealFlow pipeline
- Importing scenes from other 3D programs
- Emitting standard particles
- Caching data
- Simulating a Hybrido fluid
- Creating a Caronte rigid body
- Converting particles and fluids to mesh
- Exporting scenes
- Rendering with mental ray