![]() ![]() However, if you’re new to After Effects and still get lost with the guide, you can download this preset to auto-complete the process. With the settings followed above, you should have an excellent looking disintegration effect. Then change color A to a very light yellow. To finish the effect, like Ghost of Tshumia, there’s a subtle glow to the text. If you make the warp too large, it will be very apparent and look like all these particles have been sucked into a vacuum within this one area. These points are to be very small to give the flow the slightest bend. Jump back to the effects panel, add mesh warp to the text, and increase the rows and columns to 10 each. Now, these adjustments are to be minimal, and we only want to add 5-6 warp points. However, we’re going to give it that extra bit of finesse with a Mesh Warp. It looks very natural the pieces move reasonably independently. This will give the shattered pieces better variance when they float away. Going by the game direction, we’re going to have our direction at 90 degrees too, and we’re going to reduce the gravity to 0.40, so it’s a slow force opposed to being instantly dragged down. To conclude the Shatter effect, we’re going to go back up to the direction, move the playhead to the start of the animation and select the stopwatch, move to the end of the animation and bump up the direction a considerable amount. Gravity Settingsįinally, the gravity settings. So we’re going to bump this up to 100 so some parts just operate independently, kind of how leaves would act. For example, a large part is heavier than a small piece and therefore does not fly as far or as fast when it encounters the blast. ![]() ![]() Mass variance Specifies the theoretical weight of the pieces as they explode. We want our leaves to do their own thing. Viscosity Specifies how fast pieces decelerate after being blown apart. Likewise, we are also going to bump up the randomness to 1. We’re going to set this at free and bump up the rotation to 1. The tumble sets which axis the pieces will rotate along, and the rotation speed dictates how fast those rotations are. Rotation speed and tumble are intrinsically linked. While the disintegration effect looks good, the physics simulation is entirely wrong. So, at 24fps, it was nearly a second for the entire text to crumble. But looking at mine, I’ve gone from 0.20 to 0.38, to 0.60. I can’t give you a specific number to use for each step because everyone’s text will be smaller or larger in shape, depending on what you have written. Then incrementially move forward a few frames and increase the radius until it covers the entire text. As such, we’re going to reduce this to 0.20 but also press the stopwatch to create a keyframe. As stated, I want to make sure it looks like naturally crumbles away like leaves caught in the wind. The radius defines the area that the force affects, but we don’t want it to happen all at once. In doing this, the shatter works its way up the text. However, before we do anything, let’s open force 2 and reduce the strength to 0, so which is going to turn off force 2 parameter.Īs noted in the game, the breakaway happens from the bottom of the Kanji text therefore, we’re going to place the Position of the force at the bottom corner. Now we come down to Force 1, and this is going to be one of two panels where we can give the text the Ghost of Tsushima look. We’re also going to reduce the extrusion depth to 0 as we don’t want any form of three-dimensional shapes. Shatter Effect Settings – Shapeĭirection refers to the direction of the shape, not the direction of the shatter, and we’re going to leave this as is, but we will come back to it later. We are then going to add the Shatter effect to the text as opposed to using any type of particle generator. ![]()
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