all magics look the same ... cast fire I or II is just the same animation ....
They got do all over again .... the way it is is just pathetic
all magics look the same ... cast fire I or II is just the same animation ....
They got do all over again .... the way it is is just pathetic
^Yes! It's not the size that counts. It's the motion in the ocean, if you catch my drift. Quality over quantity (or size in this case).
Animation is the rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an illusion of movement.
If the spell effects aren't animated, then I don't know what is.
Nope. In 3D gaming "animation" is a very specific process of animating characters and models. Not particle effects.
By interchanging the terms "animation" and "effect" there's quite some chance of confusion.
Spell "animation" = the animation of the character while it casts
Spell "effect" = the particle effects of the spell, both on the character and on the target
Last edited by Abriael; 04-07-2011 at 07:04 AM.
I'm afraid Belgian has officially smacked down upon some elitists!
I can understand some people seeing "animation" and thinking "character movement animation" and then posting "say EFFECTS! not animation!" but I can also a imagine a monkey in a zoo seeing a banana and thinking "eat banana" then grabbing the banana, then eating it.
As Nietzsche said, "to predict the behavior of ordinary people in advance, you only have to assume that they will always try to escape a disagreeable situation with the smallest possible expenditure of intelligence."
Too bad Particle Effects is more of a specific term when referring to certain types of animations.
http://en.wikipedia.org/wiki/Particle_system
For those that don't fully understand, the gist that needs to be known:
This is why some people will go "EFFECTS!" because there is an actual difference, especially pertaining to CGI/gaming.The term particle system refers to a computer graphics technique to simulate certain fuzzy phenomena, which are otherwise very hard to reproduce with conventional rendering techniques. Examples of such phenomena which are commonly replicated using particle systems include fire, explosions, smoke, moving water, sparks, falling leaves, clouds, fog, snow, dust, meteor tails, hair, fur, grass, or abstract visual effects like glowing trails, magic spells, etc.
Again, do not care what you call them, they're maple story caliber. Not paying for them.
Wikipedia Particle System:
"A typical particle system's update loop (which is performed for each frame of animation) can be separated into two distinct stages, the parameter update/simulation stage and the rendering stage."
http://youtu.be/GGXzlRoNtHU
/tangent
Side note: Not all of the spell animations are particle effects.
Last edited by BelgianRofl; 04-07-2011 at 07:32 AM.
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