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Need Help Setting Up an Emitter

I've tried using Data Flow and Gravity Phone as starting points, but can't quite figure out how to modify them enough for the effect I want. I have a horizontal line with Outer Glow applied to it. I'd like the width of the line to expand (that's the easy part) and then break apart into particles which all start from the same y-coordinate (a line) instead of scattered all over the place like most (if not all) of the generators are set up as. The particles should streak away upwards from where the original line used to be (it broke apart vertically, remember) and fade out as they streak away. Sort've like a reversed Data Flow emitter, with only one "flow" instead of 3, and the particles all starting from the same line rather than from a "bubble" of points. Does that all make sense?

MacBook Pro, OS X Mavericks (10.9.1)

Posted on Apr 5, 2014 11:48 AM

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Posted on Apr 5, 2014 1:09 PM

Maybe it helps to think backwards. What shape are the particles going to be? The bits in the explosion. Start by creating that. You can have different shapes and colors, etc.


Then create an emitter using that/those as the Particle Source. Sounds like you want the emitter's Shape to be Line.


You can send the particles in whatever direction you want, using Emission Angle and Emission Range. Set range to 180 (adjust the Angle, based on the origin of the particle) and they'll all go up.


-Life (under Cell Controls) controls how long the particles are on screen, after they are 'born.'

-Go to Color Mode, and select Colorize. Then you can activate Opacity over Life, and use the gradient to create a new gradient box (or whatever they're called). Click inside the gradient bar to create the box, slide it right. Then with that box still selected, turn Opacity down to 0. Now you should be able to see them fade out.


Sounds like you'll need two elements for the scene here:

-one is the line

-two is the particles and emitter.


Blend them to fade out/in as the explosion happens.

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Question marked as Best reply

Apr 5, 2014 1:09 PM in response to chappa-ai

Maybe it helps to think backwards. What shape are the particles going to be? The bits in the explosion. Start by creating that. You can have different shapes and colors, etc.


Then create an emitter using that/those as the Particle Source. Sounds like you want the emitter's Shape to be Line.


You can send the particles in whatever direction you want, using Emission Angle and Emission Range. Set range to 180 (adjust the Angle, based on the origin of the particle) and they'll all go up.


-Life (under Cell Controls) controls how long the particles are on screen, after they are 'born.'

-Go to Color Mode, and select Colorize. Then you can activate Opacity over Life, and use the gradient to create a new gradient box (or whatever they're called). Click inside the gradient bar to create the box, slide it right. Then with that box still selected, turn Opacity down to 0. Now you should be able to see them fade out.


Sounds like you'll need two elements for the scene here:

-one is the line

-two is the particles and emitter.


Blend them to fade out/in as the explosion happens.

Apr 6, 2014 7:44 AM in response to bDoubleU

Yes, I use a mask on another emitter earlier in the clip to keep the particles contained within a specific outline shape and it works great. But this one from Data Flow won't accept a mask for some reason. When I drag a mask onto it, it changes to a shape and the Convert to Mask option is disabled. Maybe I'll just create an emitter from scratch again. Here's a picture. You can see that the shape type is Line and the particles are not emitting from a "line" (red markup on the right). I'm wanting to remove all the particles below the white line so it looks like the line is "disintigrating" from the topside.


User uploaded file


I can't get a mask to work on the emitter. Motion is only allowing one to be dropped onto the particle cell instead of the actual emitter. On my other effect I somehow got the mask on the emitter object instead of the particle cell.

Apr 6, 2014 7:57 AM in response to chappa-ai

I finally got a mask working by copying my other effect, swapping out the mask object, and swapping out the emitter object. The particles are now masked below the line, but I now also see that a mask approach will not work because the Outer Glow filter is still present on all the particles (including the masked ones), making the glow too large and an obvious mask edge is visible. So back to figuring out how to have the particles all birth from one single y-coordinate.


User uploaded file

Apr 6, 2014 9:22 AM in response to chappa-ai

Figured it out. The emitter particle cell for Data Flow is "spots", which is a scattering of shapes rather than a single image, and that's what's making it look like the particles don't share the same y starting point. Each "particle" is actually several spread out spots. Time for me to get creative....


(Is there a way to create particles for an emitter so they look like the fragmented streaks of Data Flow?)

Apr 6, 2014 10:24 AM in response to chappa-ai

So after adjusting the Outer Glow settings a bit I arrived at this which I think looks pretty good. Rather than have the line "fade" out by keying the opacity, any ideas on how to make it look like particles leaving the line are actually pieces removed from the line itself? I'm thinking maybe another particle emitter (or replicator) over the line to mask bits of it out as the particles move away, so after a dozen frames or so the line ends up completely masked.


User uploaded file

Apr 6, 2014 11:05 AM in response to chappa-ai

That looks neat. So the particles are rising up from that horizontal line, right?


Couple thoughts:

-you could do like described here: https://discussions.apple.com/thread/5999975 -- and have the horizontal bar be the image source for the emitter. (Obviously you're not reversing the animation.) And I don't know if the glow would work like you want.


-you could create a new emitter with small black squares/shapes as the cells. Give them Speed:0, Arrangement: Random fill. So the particles are created over the bar, effectively masking it out, little by little, in the shape you want. (Assuming the background here is straight black.) Then gradually fade out the bar underneath that.


-otherwise, you're looking at 3rd party effects, like Boris FX, which has more 3D simulation options.

Apr 6, 2014 11:40 AM in response to chappa-ai

I don't know if I can explain this well, but *after* you've created the emitter effect you like (for this particular type of project) all you need to do is duplicate the Emitter and turn the Speed controls (both) to 0. The emitted particles will not move. After, adjust the Life settings to create the effect you want. This will make it appear as if the "Line" is made up of the particles you're using, and as the (original) particles are "escaping" the particles on the line fade (or disappear, depending on Life settings and Opacity over life.)


User uploaded file


If you change the random seed in one, be sure to copy the seed number over to the other (or just drag and drop the random parameter onto the other emitter or cell in the layers list.)


HTH

Apr 6, 2014 7:07 PM in response to fox_m

Thanks guys, your suggestions of duplicating the emitter with 0 speed is also what I was thinking to mask out the line with small bits over time until it's all masked out. Yes, the particles move upwards from the line, after the line has moved into place revealing my entrance to a video, ala Tron style:


User uploaded file


The background is actually transparent for matting in an "electrified" animated hexagon grid as a background in FCPX. This project is my first time using Motion and Final Cut Pro, and thanks to the help here and various YouTube tutorial videos all the desired effects in my project are being realized as I had imagined them (or better).

Apr 8, 2014 8:02 PM in response to bDoubleU

Thanks, the masking approach to remove the line as particles move away from it isn't working out so well because of the Outer Glow applied to the line. Covering up the line means the line is still there behind the mask and consequently the glow remains intact. Better would be to "build" the line out of several small shapes and then progressively set their opacity to zero (so their individual glows will also "disappear"), but then each shape has its own separate glow which doesn't look the same as a glow around the whole line (glow "halos" are visible within the line from the separate shapes). Are there any clever ideas out there to have the glowing line look like its "decomposing" from the particles leaving it before I resort to simply fading the line out with its opacity setting?


fox_m, I really like your solution and photo, except that there are visible gaps in the green line, I have a Bulge filter applied to my line so its slightly thicker in the middle than at the ends, and I'd really prefer to have the departing particles streaked like in Data Flow (and my first photos) than as small bits. Which emitter did you use for that screenshot? I'd like to try something similar in white instead of green and see whether it's adaptable to how I'm hoping it would look in my video.

Need Help Setting Up an Emitter

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