Game Development Reference
Figure 9.23 Reducing the
Disperse value makes the cell
Animating Cell Pattern
To bring these cells to life, use the Evolution parameter. It
causes the cells to move and wiggle around in ways resembling
organisms. The Evolution property works like a layer's Rotation
property. There are two values; the one on the right determines
the angle of Evolution, and the other on the left determines the
number of complete revolutions of Evolution you are using. Note
that the Evolution value on the left is only useful for animation,
or for checking variations of static patterns.
Although the Evolution property is usually the best way to
bring these cells to life, you can also create movement among
these cells by animating the Offset property. Offset is almost like
a Position property, but is meant for cells.
Many times when creating patterns with effects like Cell
Pattern, you want those patterns to be background textures that
repeat over and over again. There is a problem here, in that when
they repeat there's a little jump as the pattern goes back to the
fi rst frame of the animation. There's actually a way to get around
that and have your cell patterns repeat seamlessly, and it's built
into the Cell Pattern effect. What you need to do is open up the
Evolution Options by clicking the disclosure triangle next to its
name. Then select Cycle Evolution. Now here's the tricky part.
You need to make sure that the Cycle value matches the complete
number of Evolution revolutions in your animation.
For example, if I animated the Evolution property from 0
degrees at the fi rst frame to 3 complete revolutions (the Evolution
value on the left) at the last frame, then I would take my Cycle
value to 3. At this point, you will have a kind of loop. The fi rst and
last frames will be exactly the same, which will cause a one-frame