Welcome to FxHome MoonlightFilms, now let’s see if I can help you. Firstly, there is a very helpful quick start manual
that comes with EffectsLab Dv
that covers this very subject.
You can find this by opening the program. The first window that pops up asks if you want to open a pre-existing project, or an entirely new project. Just above that it reads "Manual links
...". The link you are looking for right now is "Quickstart Manual
" (this can also be found by clicking the "help
" tab at the top of the program, once fully opened).
To save you some time I will tell you the basics of getting those crosses to look like smoke particles: (Refer to page 25
"The first thing we want to do is import some more interesting textures. Hit the blue
' button in the
toolbox, then locate and select the smoke_1
textures in the EffectsLab/textures/smoke/
(Once this is done right click the default texture
in the list and delete it. The new textures will appear in the texture browser)
Note: "The appearance of particle effects is determined massively by the textures. Different combinations can create wildly different results."
(Look to manual for animation tips.) 2)
"The particle stream is currently coming out in a very narrow stream. We want this to change over time.
Move to frame 1 and change the Angle Range
. Shift the Emitter Angle
to approximately 55
("This will cause the particles to be ejected in a wider angle range, in the direction of the Emitter Angle.")3)
"In the color/opacity
dialog, the top bar represents opacity. White is fully opaque while black is transparent. The bar represents the lifetime of a particle. So the default settings have the particle going from fully opaque to fully transparent smoothly over its lifetime.
For smoke, we want the particles to start off slightly transparent. Select the left-most
opacity tab and then reduce the opacity slider to 70
Now your particle effect should look more like smoke. There is more to be done for a more "smokey" look dealing with color and movement. This is only to demonstrate importing textures. This can be adapted to possibly create convincing blood.
I would keep instructing you, but the manual is there for a reason lol. Many effects can be created with a variation of the above steps, so go have some fun. Again, welcome to the site.
That should get you started.
Last edited Thu, 21st Jul 2005, 12:48am; edited 1 times in total.