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ATPA Lesson 1A: AFE Overview

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DISCLAIMER: The ATPA Lessons are a self-service pyro academy from the days of vPyro. I saved the lessons from the academy back in 2011 before the site went down for good, and feel that they should be accessible again, not just as a historical record of what was, but also for new pyromaniacs to learn the ropes in the same way that many of us did so many years ago. Because of their age, the videos included with the academy are of a lackluster quality, and some of the information in these lessons is outdated. In the name of history, I wish to preserve these lessons as they are, but as a recognition of how out-dated some of the advice can be, I will strikethrough and italicize the text of any information that should be ignored. If you run into questions or issues, leave a reply.

Also, the lessons ask for you to submit a video of your progress. Feel free to reply to the lessons with your submissions! Some of us old vPyro vets would love to see and comment on your progress and creations. 😊

- StickyGum32


1A –AFE Overview

The Advanced Firework Editor (AFE) can be a very complicated tool if you're not familiar with it, but it is the basis for all that you will do in this pyro academy and beyond. So it is important to understand the functions of this program before you move on to any of the lessons. To get the most out of your pyro-design experience, we highly suggest you install RCT3 Vanilla (no expansion packs). If you do not have this disk, you can purchase one for very little online. To maximize your RCT3 capabilities, we also recommend you perform a "double-install" where you can run both RCT3 Vanilla and RCT3 w/ expansions on the same hard drive.

To perform a Double Install:
http://forums.vpyro....rch__1#entry434

To purchase RCT3 Vanilla: http://www.amazon.co...1215&sr=8-1
(If you're familiar with ebay, you could get it for even less)


To open the AFE:

RCT3 Vanilla: rename a peep Guido Fawkes, open the scenery tab, click the mixmaster tab, open a new show, and click this:

1A-1.png

RCT3 w/ Expansions: rename a guest Guido Fawkes, then click in the mixmaster time line, and the list with all the fireworks the AFE should be at the top.


BASIC FUNCTIONS

1A-2.jpg

1. Add New Emitter
2. Delete Emitter
3. Create New Effect
4. Load Effect
5. Save Effect
6. Effect Name
7. Real-time Particle Count
8. Emitter Label

What is an emitter?

1A-3.png

An emitter is a control for a specific effect characteristic. When you are designing an effect, you use a system of parent and child emitters. In the icon above, the parent is the emitter to the left, and the child is linked by the line on the right. When you set the parent's physical properties (like speed, direction), the child will automatically have those characteristics. You can change that, but that's for another lesson. For now, understand that there are parent emitters and child emitters.

DESCRIPTIVE FUNCTIONS

The second set of windows are what gives the effect life. These are the descriptive functions, where you will assign particle counts, speed, rotation, lifetime, look, and physics to the emitters.

1A-4.jpg

Emitter Rate is the window where you assign the amount of particles an emitter controls.

Start Time - 0-100% scale, this tells the emitter when to create the particles.
End Time - 0-100% scale, this tells the emitter when to stop creating particles.
Random - 0-100% scale, this allows a degree of variation in the start and end times of the emitter.
Strength Modifier - 0-100% scale, this allows the amount of particles to be dynamically changed in the mixmaster. (more on this later)

1A-5.jpg

Emitter Speed is the window where you assign movement to the particles you just created.

Position Sphere - Instead of starting at single point, this scatters particle origin.
Position Circle - Instead of starting at single point, this scatters particle origin in a ring.
Speed - How fast the particles travel in a straight line.
Sphere - How fast the particles travel in a randomized sphere.
Circle - How fast the particles travel in a randomized ring.
Parent - scale of 0-100% - how much the previous emitter affects the movement of this one. 100% means all of the movement of the previous effect will be transferred to the child. 0% means that no movement from the previous effect will be transferred.


1A-6.jpg

Emitter Rotation is the window where you assign rotation to the particles. To fully appreciate this window, you need to understand what XY&Z control. If you position yourself behind the main entrance of a new park facing straight down the provided path (so you cannot see the entrance at all), X is the horizontal axis running front to back, Y is the vertical axis, and Z is the horizontal axis that runs left to right.

SpinOffsetX - assigns the direction of an emitter on the X axis.
SpinOffsetY - assigns the direction of an emitter on the Y axis.
SpinOffsetZ - assigns the direction of an emitter on the Z axis.
SpinRateX - assigns a degree of spin (-62.00 to 62.00) to the emitter on the X axis.
SpinRateY - assigns a degree of spin to the emitter on the Y axis.
SpinRateZ - assigns a degree of spin to the emitter on the Z axis.
Particle Relative - when checked, this option adapts the emitter's rotation from the parent to the child. When unchecked, it ignores the rotation of the previous emitter.

This sounds complicated in theory...and it is. But stick with it and play around with these controls. Emitter rotation is a very important window when you start doing more complicated effects.

1A-7.jpg

Particle Life is the window where you assign how long the particle will exist.

Lifetime - How long the particles last.
Time Random - scale of 0-100% - degree of random change in lifetime.
Sound Time - delay of a firework's boom.
NONE - drop down menu to assign different sounds to a firework.

1A-8.jpg

Particle Basics is the window where you assign aesthetic features to the firework. This is where we make the particles pretty so to speak.

Start Size - how large the particle is at the beginning of its life.
End Size - how large the particle is at the end of its life.
Random - scale of 0-100%, degree of random change in particle size.
Use Color Modifier - when checked, this allows color customization dynamically in the mixmaster. (more on this later)
1A-1.png - this window opens up the particle style sheet. Experiment with this for a variety of different looks.

1A-9.jpg

Special Effects is a window that may have had good intentions on paper, but is a mostly useless window. The only thing of use is "Stretch".

Stretch - scale of 0-100%, the amount a particle is deformed.

1A-10.jpg

Particle Motion is the final window where you assign universal physics to the emitter.

Drag - a degree of adjustment to particles that applies resistance to movement.
Gravity - a degree of adjustment to particles that applies downforce to movement.
UpScale - an adjustment that provides random movement in a rotational pattern.
SpinRateX - degree of adjustment that alters the rotation of upscale on the X axis.
SpinRateY - degree of adjustment that alters the rotation of upscale on the Y axis.


Next Lesson: Lesson 1B - Pro Color

Edited by StickyGum32

I write sounds: www.composerclay.com

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