Game Development Reference
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which is similar to the comp found in the Transitions.aep project
we've been working with in this chapter. Let's apply the Card Wipe
effect to the magenta solid, just to get the idea of what's going on.
Then we'll move into deeper waters.
After applying the Card Wipe effect, the Transition Completion
value is bumped up a little for us, just so we can see what's going
on with this effect. As with Shatter, Fractal Noise, and other
effects, the default settings here don't really tell the whole story of
what this effect can do (Fig. 20.8).
Figure 20.8 The Simple Card
Wipe comp with the Card Wipe
effect applied with the default
settings.
What's really going on here is that Card Wipe is turning the
magenta solid into a sea of cards. The ones on the left side of the
screen have started fl ipping over or transitioning. This is very similar
to what we saw in Chapter 16 with the Card Dance effect. However,
I fi nd that the Card Wipe effect is much easier to understand and
control than the Card Dance effect. Card Wipe also has several easy-
to-use features that Card Dance does not have. Let's look at the
highlights from the top of the Effect Controls panel down.
Transition Completion functions here the same as it does in
every other effect. But what about Transition Width? Transition
Width determines how wide the area of fl ipping cards is. If you
want a single strip of cards fl ipping at once, reduce the Transition
Width value considerably. Likewise, if you want all the cards to
fl ip at once, increase this value to 100%.
As with Card Dance effect, we can specify how many rows and
columns of cards we want. We'll use this to our advantage later in
this section, when we create the ever popular 3D postcard effect.
Flip Axis, Flip Direction, and Flip Order all allow you to control
how these cards fl ip. Flip Axis has a really interesting value. By
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