Game Development Reference
individual cards until you adjust one of the properties in the posi-
tion, rotation, or scale areas. Even then, you can't see what's really
going on. So, let's assign the Gradient Layer 1 drop down to the
Black and White layer.
Notice the two different gradient layers that you can choose for
this effect—Gradient Layer 1 and Gradient Layer 2. All of the posi-
tion, rotation, and scale values can use an attribute from either of
these two gradient layers as a map. Of course, my favorite prop-
erty here is Z position, which creates 3D movement.
Open up the Z Position area. Like all position, rotation, and
scale properties in the Card Dance effect, you'll see a Source drop
down—where you choose the gradient layer and attribute to use
to control the current property, a Multiplier property—which
controls extent the Source value affects the current property, and
then an Offset value which offsets the values, if needed.
From the Source drop down, you'll see an almost intimidating
list of options. Again, you can use any attribute from either gradi-
ent layer to control each property. You can use each gradient layer
and each attribute as often as you wish. In this instance, I'm going
to select Intensity 1, which will use the luminance of Gradient
layer 1. If we were using a second gradient layer, we could control
this value with its intensity by choosing Intensity 2 (Fig. 16.3).
Figure 16.3 The Source drop down, common to all transform properties. This is where you select the gradient layer
attribute to use to control this property. The 1 or 2 determines which gradient layer to take the attribute from.