The proses of tweaking the various
animation curves hat are part of the rig willrequire seleting a lot of nodes
that are connected already via a set-driven key but also spread out among the
various panels of Autodesk Maya 2013.Autodesk Maya a number of ways to view
connected nodes. One of the newest additions to the tool set is the Node Editor
, which in some ways, is like the older
Hypergraph but slightly more elegant. As the next few steps demonstrate,
you can use this editor to easily select the nodes you have already connected
and even get rid of some nodes that have been created along the way that aren’t really needed.
1. In the viewport window, choose Panels c Layout c Three Panes Split Top. Use
the Panel menu in each pane to set the top-left
viewport to Node Editor, he
top right view to Persp, and the bottom view to Graph Editor.
2. In Persp view, select the lightControlHandle so that it turns
green. In the Node Editor, click the icon for input and output connectionconnected nodes
3. Hold the Alt key while RMB dragging in the Node
Editor
to zoom in on the node
boxes; take a look at the animation curve nodes. By selecting the anima- tion curve nodes,
you will see the animation curves appear in the Graph Editor
There are quite a few animation curve nodes. Several of them were created
when you used a set-driven key to drive the ramp’s color position; as a result,
a few animation curves were added
that don’t
really improve the scene.
4. In the Node
Editor, select the node
named
neonLight_colorEntryList_1_colorB, and press the Delete key to remove it from the scene.
5. Use the same process to delete the following nodes.
These are keyframes that have been set on the colors
of the ramp, but you need only animation curves for the position of the ramp
colors,
not the color
values themselves.
Delete the fol- lowing
nodes:
neonLight_colorEntryList_1_colorR neonLight_colorEntryList_1_colorG neonLight_colorEntryList_0_colorR neonLight_colorEntryList_0_colorG neonLight_colorEntryList_0_colorB neonLight_colorEntryList_0_Position
6. In the Node
Editor, select the neonLight_colorEntryList_1_Position node,
and
Shift+select the motionPath1_uValue node. You’ll see the animation curves appear on the Graph Editor below. Drag a selection
around both curves, and press F to focus the view on the curves.
7.
Press the Linear Tangents button to make both
curves straight, which
removes the easing in and out of the animation
The animation curves on the graph indicate how the animation of the attributes is tied to the Translate x values of the lightControlHandle node.
The x axis values correspond to the Translate x value of lightControlHandle, the Y axis values correspond to the values of neonLight_colorEntryList_1_Position and motionPath1_uValue, both of which range
between 0 and 1. To make the anima- tions a bit more in sync, you should edit the curves so that
they match, as in the following steps.
8. Select the lower
keyframe on the far right, which is the starting value of motion- Path1_uValue. Press W to switch to move mode, and drag the key upward on
the Graph Editor so that
it matches
the starting point
of neonLight_colorEntryL- ist_1_Position
9. Play the animation; you should
see that
the position of the locator is more closely aligned
with the leading edge of the color of the ramp as it moves along the tube. You can continue to tweak the position of the keyframes on
the Graph Editor to refine the animation if you like.
10. Next you can edit the animation of the emitter
rate.
In the Node Editor, select the emitter1_rate node. The animation curve appears on
the Graph Editor
at the bottom of the window. Press F to focus on the curve.
The graph
shows that
the rate starts at 0 when the lightControlHandle is all the way on the left. The rate gradually increases
as the lightControlHandle moves to the right. It would most likely look
better
if the emitter started at a higher rate, increased, and then dropped off sharply as the lightControlHandle reaches the right side.
11. e the Insert Key function and the Move Key function to add keyframes near the front and the end of the curve. Use the Move Keyframe tool to edit the keys on the Graph Editor so that
they resemble This doesn’t have to be an exact match;
in fact, there
are opportunities to create
variations on the look of the particle effect through editing this curve. Just make sure you keep the start and end points
at the same place so that
the emitter is off when the light- ControlHandle is at either end of the lightControl.
12. Rewind and play the animation.
13. To make the nParticles behave
more
like sparks, open
the Outliner window, and select the nParticle1 node.
Open its Attribute Editor to the nPartcle1Shape tab, and set LifeSpanMode to Random Range. Set LifeSpan to 0.35 and Lifespan Random to 0.1. This means the nParticles will live for 0.35*1 seconds
plus or minus 0.1 seconds
(see left image in
14. Switch to the nucleus1 tab, and set the Gravity
slider to 1 so that
the nParticles don’t
fall quite
as quickly