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Vortex

The Vortex Effect spins the components of a Complex Object in a 3D space and pulls them down into a gravitation point (or blows them out from a gravitation point) over time.

The Vortex Effect can be applied to a Text Object to attract the components of a text into a gravitation point (or blows them out from a gravitation point). Components can be made to spin, change size and fade out. The location of the gravitation point and the midpoint of motion track can be altered. The component animations can follow one after another, or they can overlap. The Vortex Effect can be applied forwards or backwards.

The Vortex setting tab of the 'Effect Settings' dialog box is represented below. This dialog box is displayed when you first create the Vortex Effect. It can also be displayed by double-clicking the Vortex Effect in the Timeline, or right-clicking the Vortex Effect and choosing 'Properties' from the context Menu.

vortexeffect.png  

Direction
Controls the direction of swirling.
·Swirl Outwards: the components of a Complex Object are blown out from a gravitation point over time  
·Swirl Inwards: the components of a Complex Object are attracted into a gravitation point over time  

Gravitation Point
Specifies the location of the Gravitation point.
·Custom: Gravitation point = (X, Y, Z), where the X axis points left, the Y axis points down, the Z axis points to the front, 1 unit is equal to 1 pixel and the origin is at the center of the Text Object  
·Left: Gravitation point = (left of text - component width/2 + X, Y, Z)  
·Right: Gravitation point = (right of text + component width/2 + X, Y, Z)  
·Top-Left: Gravitation point = (left of text - component width/2 + X, top of text - component height/2 + Y, Z)  
·Top: Gravitation point = (X, top of text - component height/2 + Y, Z)  
·Top-Right: Gravitation point = (right of text + component width/2 + X, top of text - component height/2 + Y, Z)  
·Bottom-Left: Gravitation point = (left of text - component width/2 + X, bottom of text + component height/2 + Y, Z)  
·Bottom: Gravitation point = (X, bottom of text + component height/2 + Y, Z)  
·Bottom-Right: Gravitation point = (right of text + component width/2 + X, bottom of text + component height/2 + Y, Z)  
·Current X-Y: Gravitation point = (component's x + X, component's y + Y, Z)  
·Current X: Gravitation point = (component's x + X, Y, Z)  
·Current Y: Gravitation point = (X, component's y + Y, Z)  

Midpoint
Specifies the Midpoint of the motion track.
·Custom: Midpoint = (X, Y, Z)  
·Left: Midpoint = (left of text - component width/2 + X, Y, Z)  
·Right: Midpoint = (right of text + component width/2 + X, Y, Z)  
·Top-Left: Midpoint = (left of text - component width/2 + X, top of text - component height/2 + Y, Z)  
·Top: Midpoint = (X, top of text - component height/2 + Y, Z)  
·Top-Right: Midpoint = (right of text + component width/2 + X, top of text - component height/2 + Y, Z)  
·Bottom-Left: Midpoint = (left of text - component width/2 + X, bottom of text + component height/2 + Y, Z)  
·Bottom: Midpoint = (X, bottom of text + component height/2 + Y, Z)  
·Bottom-Right: Midpoint = (right of text + component width/2 + X, bottom of text + component height/2 + Y, Z)  
·Current X-Y: Midpoint = (component's x + X, component's y + Y, Z)  
·Current X: Midpoint = (component's x + X, Y, Z)  
·Current Y: Midpoint = (X, component's y + Y, Z)  
·Cur. X-Y only: Midpoint = (component's x + X, component's y + Y, none)  
·Cur. X only: Midpoint = (component's x + X, none, none)  
·Cur. Y only: Midpoint = (none, component's y + Y, none)  
·Custom X-Y: Midpoint = (X, Y, none)  
·Custom X-Z: Midpoint = (X, none, Z)  
·Custom Y-Z: Midpoint = (none, Y, Z)  
·Custom X: Midpoint = (X, none, none)  
·Custom Y: Midpoint = (none, Y, none)  
·Custom Z: Midpoint = (none, none, Z)  
·None: no Midpoint (the motion track is a straight line)  

Rotation order/Angles
Specifies the order and the Angles to rotate around the Spin Axes during the Effect. For example, if the order was set to Y-X-Z, the component would first rotate Y degrees around Y axis, then rotate X degrees around X axis and finally rotate Z degrees around Z axis.
 
Transforms
Controls the Transforms applied to components as they spin.
·Scale: specifies how much the component is scaled at the start/end of the Effect. A value of 100% means no change in scale  
·Alpha: specifies how much the component is faded at the start/end of the Effect. A value of 100% means the alpha of the component is unaffected. A value of 0% means the component is completely faded out  
·Color: this specifies the color Transform for the component at start/end of the Effect. The component color is calculated by taking the percentage of the selected color and adding the complementary percentage of the original color. For example, if the given percentage is 30%, the result will be 30% of the selected color mixed with 70% of the original color. A value of 0% means no change in color  


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