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[Asset+Demo] Animated splatters demo + Lite version

Here's the free version of the dirty splatter assets (it's the same, limited to 1 texture; no need to download it if you already got the full version). 9 splat assets included.

Along with it, there's a small demo scene showing ways to animate the assets! Here's how that look: video preview.
Both techniques have been used in this scene, if you want a "real-life" example :P


How to use

How to add an asset into a scene:
1) Add a "CustomUnityAsset" atom, by clicking the "+" icon and then selecting "Misc"/"CustomUnityAsset", or by clicking on the cube icon to have this preselected. Then click on the "Add Atom" button.

2) Select the added atom and go to its "Asset" tab.

3) Click on the "Select file..." button and browse to this AddonPackage.

4) Finally, select the asset of your choice in the asset list.


How to use the demo scene
Open the scene, click on the buttons, try to figure out how it works!


How does the demo work?
The first example (scaling up) is pretty straightforward: the UIButton activates the assets (stream & splat) and starts the animation using AnimationPattern.
The Animation Pattern does 2 things:

  1. At the very beginning, one trigger resets the scale to its default value (so it can be triggered multiple times) and then another trigger starts scaling up the asset using a 10 second timer. That's it, the core of this example is this single trigger. This trigger could have been placed in the UIButton, it wouldn't have mattered.
  2. At the end, so 10 seconds later (and this is the only reason why I needed an AnimationPattern), it stops the stream.

The end.

The 2nd example is a bit more complex. It uses Timeline on the 2 assets at play: the falling splat and an additional small splatter projection. Only 1 anim on each, plus one to properly reset everything.
The anim is pretty basic: Timeline only controls the position. It starts high then quickly go at floor level. And there's a trigger track where the (small) complexity resides. The reason why I chose Timeline for this example is because it's easier to see where are located the trigger events compared to the position of the asset - but it could have been done with AnimationPatterns as well if you wish to avoid this dependency.
The triggers will mainly change the shape of the asset by altering differently its scale on all axis, using ColorScale plugin.

  1. At start, it makes it look like a drop (high Y scale, very small X & Z scales). This happens instantly.
  2. Just when the splat hits the ground, it makes the asset regain its original scale (x=1, y=1, z=1), but using a small timer this time.
  3. At the same time, it will show the 2nd small splatter asset and starts its animation.
  4. After a small delay, the last trigger will display the Reset button.

The "Reset" button triggers the "Reset" animation, that'll instantly reset the scale to the value at the beginning (drop-like shape) and hide the assets. Then show the "Start" button.
"Start" button will show the asset and start the anim. Done.


Dependencies & thanks

For the splatter assets:

For the demo scene:

[Asset+Demo] Animated splatters demo + Lite version [Asset+Demo] Animated splatters demo + Lite version [Asset+Demo] Animated splatters demo + Lite version [Asset+Demo] Animated splatters demo + Lite version

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