FX Chain Lightning Tutorial

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He chain lightning 01.png

In this tutorial, we will learn how to:

This tutorial assumes that you have been through all the particle tutorials and are comfortable building a particle with minimal guidance. Should you need a review, please look at part 1 of the particle explosion tutorial.

Contents

Step 1 - Create a Lightning Beam

From the create menu, create a ligtning node. Create/Lightning

This create a white ribbon of poly's that connects from a point near the camera(creation) and the origin of the area by default. It should be jittering all over and should look like the image to the right in fig 1.



Step 2 - Tweak the Lightning Beam Properties

He chain lightning diffuseColor.png
ChainLightningColorAlongLengthTimeline.png
Select the Start point of the lightning beam and open up the properties panel.


We do not need to change the target for the other end of the node, because this will be in an fx that will ultimately be interactive based on game mechanic.



Step 3 - Build a small sparks particle

fig 4

This will be a very similar particle to the explosion flash bang particle we build in part 1 of the particle explosion tutorial.

Step 4 - Tweak Particle Properties

Tweak the properties so this resembles and explosion of blue sparks.


Step 5 - Create a New FX Spec

The FX editor is located in the clean engine tools panel. You can access this panel in two different ways. The first is to to hold control + shift and left click the upper left hand pixel in the viewport or press F5 while the cursor is in the viewport. Once open, go to the Tools tab under the Spec Oracles section and click on FX. This is a list of all the fx's in your world.

Step 6 - Tweak FX Properties

In order to do proper chain lightning we need a few targets. So using the /henpc command, create about 3 character_sample characters(/henpc create character_sample) and spread them out in front of your character. NOTE - they will be added where ever your character is standing at the moment, so add one, walk away, add another walk, etc...

On the preview panel in the fx editor set the Caster to Self, since your character will be casting the initial spell. Then select all 3 target characters and set the Target as Selection, then press Store Selected so that you can deselect everything to visually clear up the screen.

In the FX Task Browser

Press Preview and you should see sparks coming off of the chest of one of your targets


Press Preview and you should see sparks coming off of the chest of one of your targets with a beam of lightning going from the caster left hand to the targets spell chest bone.

input Attacking combat_spellcast_left_sidearm


Press Preview and you should see sparks coming off of the chest of one of your targets with a beam of lightning going from the caster left hand to the targets spell chest bone all happening while the caster character plays a special animation.

SAVE

Now for some experimentation on the group node. Select the ChainLightningGroup.

Make it prettier

Now would be a good time to take the skills learned here and in the previous tutorials and make this fx more aesthetically pleasing. Possible additions could be

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