

This prefix will pretty much guarantee all your other files will be located above this group. One suggestion - use the Automator app to rename your files with a starting prefix such as “zz” (which also has other advantages to be discussed further down). The Resource Library does not currently allow a Folder~Directory schema so a large number of graphics~images is very unwieldy.
#Particles png manual
The alternative is manual placement - obviously not practical for a large number of short duration images. You can not import them automatically in a linear fashion (one after the other at a given time rate) into the Timeline. Hype has a few deficiencies when it come to handling image sequences in significant quantity: Frame 33 out of 182: The billow is opaque~translucent~transparent as it evolves, here seen on a white background.ĭemo Video Snippet - browser screen capture. All other animation is created with standard Hype procedures. It is relatively simply to match the PNG sequence timing to that of Hype’s Timeline. In the video demo that follows the next two graphics, I opted to slow down the “billowing cloud” PNG sequence which gives it a more gelatinous textured appearance. Emitters can also produce standard graphic output as well, such as particle cells based on photographic images, or almost any kind of graphic really. The kind of output which is currently difficult~impossible to create using standard web technologies. The forte of Particle Emitters is creating realistic organic particle forms such as smoke, water, fire, pyrotechnics, etc. You can generate hundreds of these particles in short order. Not only do the cell particles move but so can the emitter. These cells are under discrete finite control in terms of color, shape, size, acceleration, and duration. In a nutshell: think of a garden hose (the emitter) and the water droplets flowing out as the particle cells. Particle Emitters are standard tool in motion graphics. The “Particle Emitter” component of the topic heading relates to the fact I have only experimented with Particle Emitter graphics in the process I am going to describe - it could be there are aspects for other imaging styles that will require adjustments to the process~code that follows below.įor those not familiar with Particle Emitters:

The motion graphics program I use is “Motion” from Apple (US$50). The idea here is to leverage the capabilities of motion graphics programs that can easily create complex graphics effects - and augment the production capabilities of Hype: Green screen, natural phenomena (fire, smoke, clouds, etc.), sophisticated masking & reveals, sound based animation, “video” interactivity, 2.5D effects - the list can go on. This is not a sprite sheet approach as I am targeting a significant quantity of large images (compared to a sprite sheet) in this example: 600px x 400px, 182 images = six seconds 30fps… with an eye to working with even more images of this size - or slightly bigger. I’ve recently been working on a process to bring motion graphic-style sequenced PNG files into Hype in a relatively painless manner - currently an awkward procedure.
