Game Development Reference
In-Depth Information
Figure 7.55 The fi sh-eye lens
distortion is gone when we take
the FOV value to 70 and select the
Reverse Lens Distortion checkbox.
The Polar Coordinates Effect
I love graphics that feel like they're zooming toward you
and that's why I love the Polar Coordinates effect. What Polar
Coordinates actually does is that it allows you to fold your layer
such that the left and right side meet at the top. Picture those
plastic, glow-in-the-dark necklaces and bracelets kids sometimes
wear. When you purchase them, they are straight, but you wrap
the two ends around to connect them, making a circle. Polar
Coordinates does the same thing with layers. As we'll see, when
you do this with certain layers, the effect makes all sorts of cool
vortexes and other graphics that give the illusion that they are
coming toward you.
Let's open the Polar Coordinates.aep project from the Chapter 7
folder of the exercise fi les. This project is identical to the Distort.
aep project we've been looking at in this chapter, but it also con-
tains another comp developed specifi cally for this effect called
Anime Background. Later in this section, we're going to use
Fractal Noise and Polar Coordinates to create an anime cartoon-
style background.
First, let's start with the basics. Open the Motion Graphics
comp and apply the Polar Coordinates effect to the dotted line
layer. There are only two settings here: Interpolation and Type of
Conversion. Before we look at what these do, we need to under-
stand two terms, rectangular and polar. Rectangular basically
means left to right, and polar basically means around in a circle.
Another way to describe this is to think of this effect converting X
and Y (rectangular) coordinates to radius and angle (polar) coor-
dinates. The Polar Coordinates effect takes a layer of one type
(rectangular or polar) and converts it to the other type. Type of