Animated Lens Flare
Particle effect properties, such as the rotation angle of lens
flare streaks, can be animated easily using key framing: simply
enter a suitable attribute value on the property window, with animation
recording turned on. In this example, we show how to set up a more
complicated system: the rotation angle of flares based on the cameras
orientation.
Tutorial level: Advanced
Example project: 'tutorprojects/postprocessing/rotatingflares'
1. First create the camera: activate the camera tool and hit 'Accept'
to record the current view to the camera. Turn animation recording
on and go to the last frame of the animation. Open the camera's
property window, go to the 'Gen' tab and change the 'Rotation' fields first
component by say 180 degrees (for example from zero to 180 degrees).
Then turn animation recording off. Camera heading will now change
during the animation half a revolution.
2. Activate the particle tool and create some random 1D particles,
then hit 'Accept' button to finish the tool. Open the property window,
go to 'Spec' tab and turn off the 'Rendering/Scanline' option. Particles
will be rendered using only post effect flares.
3. Go to the Post particle effects tab of the Select window. Drag&drop the
'Stars' effect (or another lens flare) to the view to map it to
selected particles. Render the view to make sure that flares work
as expected (if not, make sure that the view window's post effect
configuration includes particle effect rendering).

4. While the 'Stars' effect is still selected, right click and
pick the popup menu 'Make Choreographable' on the select window.
Next open the Choreographs window from the 'Animation' pulldown
menu.
5. On the Choreography window, select the stars:init0 item. Select New/Keyframer from
the popup menu. Double click the stars:init0 item to open it, and select the keyframer1 object under it.
Switch to the 'Input' tab. Then go to the Select window, switch
to the object geometry tab and select the camera object. On the choreography window,
set Input=Geometric Object and click the Change button. The 'Input' area is changed to show camera
attributes. Select 'Rotate Quaternion.x' from the attribute list
- in other words, the cameras heading angle will act as the input
for the flare animation.
6. Switch to the 'Time lines' tab of the choreography window. Make sure that the keyframer1 item is still selected,
and define a time line 'Start'=-180, 'End'=180 using the numeric fields on the bottom of the window. This timeline
covers one cycle of the input parameter (=camera's heading angle). To ensure that all heading angle values become
mapped to the range where the animation curve is defined, set the Periodic option at the bottom of
the choreography window.
7. Next we define what to animate. Switch to the 'Animateable Attributes' tab and pick 'Star Angle' from the list.
Check the 'Animated' option above the list.
8. Finally go to the Properties tab of the choreography window. Activate the Star Angle item under
the Keyframer1 choreography. Then move
the mouse over the curve gadget and select Create predefined curve/45
degree. curve from its popup menu. A diagonal line appears; activate
the start point and change its coordinates to X=-180, Y=-180 degrees. Activate
the end point and change it to X=180, Y=180 degrees. In other words,
the curve maps the cameras heading angle to the identical lens flare
streak angle. Other kinds of curves could be used as well, of course.

The animation is now ready. Render it to an AVI file to see rotating
streaks.