<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://myst.dustbird.net/w/index.php?action=history&amp;feed=atom&amp;title=Foot_Prints_and_Ripples</id>
	<title>Foot Prints and Ripples - Revision history</title>
	<link rel="self" type="application/atom+xml" href="http://myst.dustbird.net/w/index.php?action=history&amp;feed=atom&amp;title=Foot_Prints_and_Ripples"/>
	<link rel="alternate" type="text/html" href="http://myst.dustbird.net/w/index.php?title=Foot_Prints_and_Ripples&amp;action=history"/>
	<updated>2026-04-23T21:59:03Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.31.0</generator>
	<entry>
		<id>http://myst.dustbird.net/w/index.php?title=Foot_Prints_and_Ripples&amp;diff=915&amp;oldid=prev</id>
		<title>AndyLegate: Created page with &#039;This is one of the easiest things to do in creating your Age and should not take much time at all.  We&#039;ll talk about making footprints (like we see in Minkata), Puddles and Rippl…&#039;</title>
		<link rel="alternate" type="text/html" href="http://myst.dustbird.net/w/index.php?title=Foot_Prints_and_Ripples&amp;diff=915&amp;oldid=prev"/>
		<updated>2011-01-04T02:36:03Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;#039;This is one of the easiest things to do in creating your Age and should not take much time at all.  We&amp;#039;ll talk about making footprints (like we see in Minkata), Puddles and Rippl…&amp;#039;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This is one of the easiest things to do in creating your Age and should not take much time at all.&lt;br /&gt;
&lt;br /&gt;
We&amp;#039;ll talk about making footprints (like we see in Minkata), Puddles and Ripples (like we see when you splash through some water) in this tutorial.&lt;br /&gt;
&lt;br /&gt;
First, for Footprints, you&amp;#039;re going to need a footprint texture. Here is one that&amp;#039;s from the GoW Wiki that you can use:&lt;br /&gt;
&lt;br /&gt;
[[File:Footprint.png]]&lt;br /&gt;
&lt;br /&gt;
Just right click on the image and use &amp;quot;Save link as&amp;quot; to save it to a spot on your computer.&lt;br /&gt;
&lt;br /&gt;
Now, to make footprints, you need to have a mesh already set up and textured that you want the foot prints on. Once you have done that, you then need to go somewhere &amp;quot;outside&amp;quot; your Age (a place in the scene where the avatar will not normally be able to get to) and create a small plane (like 2 x 2 units).&lt;br /&gt;
This is so we can get the material for the footprints into the Age.&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;ve got 2 planes here, one for the footprints, the other is for the ripples I&amp;#039;ll talk about later on.&lt;br /&gt;
&lt;br /&gt;
[[File:Footmax1.jpg]]&lt;br /&gt;
&lt;br /&gt;
Once you have made the plane, we need to make the material. Open up your Material Editor by hitting your &amp;quot;M&amp;quot; key, and select a grey sphere that you have not used yet.&lt;br /&gt;
&lt;br /&gt;
Note: if you have not already been doing so, I HIGHLY recommend that you rename your material other than &amp;quot;Default - xx&amp;quot;. The same goes for your Plasma Maps. The reason why will become clear in a little bit......&lt;br /&gt;
&lt;br /&gt;
Once you have done that, click on the Standard button, only this time, do NOT select Plasma Standard from the box that pops up. Instead, select &amp;quot;Plasma Decal&amp;quot;. Then go down &lt;br /&gt;
&lt;br /&gt;
[[File:Footmax2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Then go down under Layer Parameters and click on the button next to Base Layer. Select your footprint texture.&lt;br /&gt;
&lt;br /&gt;
Now go back to the Material under Layer Parameters and make sure you have &amp;quot;Alpha&amp;quot; selected:&lt;br /&gt;
&lt;br /&gt;
[[File:Footmax3.jpg]]&lt;br /&gt;
&lt;br /&gt;
Assign the material to the plane by click, drag and drop on it, or click on the Assign To Selected button.&lt;br /&gt;
&lt;br /&gt;
Last, don&amp;#039;t forget to open up the Component Manager and add this plane to your PageInfo. Once you&amp;#039;ve done that, your done with this plane.&lt;br /&gt;
&lt;br /&gt;
Now go back and select the mesh that the foot prints will be appearing on. Open up the Component Manager, and click on New &amp;gt;Footprint &amp;gt; Foot Print:&lt;br /&gt;
&lt;br /&gt;
[[File:Footmax4.jpg]]&lt;br /&gt;
&lt;br /&gt;
And then attach it to your mesh.&lt;br /&gt;
&lt;br /&gt;
Now go over to your Utils Tab (the little hammer) and click on Component Utils and select the footprints.&lt;br /&gt;
&lt;br /&gt;
[[File:Footmax5.jpg]]&lt;br /&gt;
&lt;br /&gt;
Where I have my purple arrow, you need to click here and assign the decal we made. When you click here, the Material/Map Browser will open up:&lt;br /&gt;
&lt;br /&gt;
[[File:Footmax6.jpg]]&lt;br /&gt;
&lt;br /&gt;
First, in the Browse From box, click on Mtl Editor (where I&amp;#039;ve circled in red). This will display all the materials we&amp;#039;ve made for our Age so far.&lt;br /&gt;
&lt;br /&gt;
As you can see.....having everything named by the default names is NOT a good idea.....it can be hard to find stuff, and if you don&amp;#039;t remember what the Map# is, you&amp;#039;ll have to go back and find out. Select the map that is our decal texture. &lt;br /&gt;
Can you see mine? It says Base: FootPrintDecal........ kind of hard to see, when everything is named by it&amp;#039;s default name....&lt;br /&gt;
&lt;br /&gt;
When you&amp;#039;ve selected your decal, we go back to the Utils Tab. Take a look:&lt;br /&gt;
&lt;br /&gt;
[[File:Footmax7.jpg]]&lt;br /&gt;
&lt;br /&gt;
In the Decal Layer box, you have &amp;quot;Alpha&amp;quot;, &amp;quot;Add&amp;quot;, &amp;quot;Brighten&amp;quot; and &amp;quot;Mult&amp;quot;. For footsteps on land, I recommend using &amp;quot;Mult&amp;quot; (multiply), as it will make your foot prints appear dark. If you use &amp;quot;Add&amp;quot; or &amp;quot;Brighten&amp;quot; they&amp;#039;ll look bright.&lt;br /&gt;
&lt;br /&gt;
Now look where I&amp;#039;ve circled. Intensity has a big effect on how the prints appear. 100% is pretty good for foot prints on land. If you make this number lower, the more and more transparent the prints become.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Life Span(s)&amp;quot; is how long the prints will stick around in seconds. In this pic, the number 30 means any footprints will stay in view for up to 30 seconds, then they&amp;#039;ll go away.&lt;br /&gt;
&lt;br /&gt;
That&amp;#039;s all you need to do. Now export your Age, Drizzle it, start Uru and check your prints out:&lt;br /&gt;
&lt;br /&gt;
[[File:KIimage0083.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Water Splashes and Ripples===&lt;br /&gt;
&lt;br /&gt;
Puddles and Ripples are what we use when you have your avatar splashing through water, both simple textured water puddles and larger wavesets.&lt;br /&gt;
&lt;br /&gt;
According to the Cyan documentation with the plug in, &amp;quot;Puddles&amp;quot; is set for about ankle level on the avatar. So if you have a shallow puddle about that high, you&amp;#039;d use &amp;quot;Puddles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If your water is a bit deeper (or you have your avatar swimming), you&amp;#039;ll want to use &amp;quot;Ripples&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To set this up, you&amp;#039;ll need to follow the steps in the Foot Print part of this tutorial for making a decal (only you&amp;#039;ll use a &amp;quot;ripple&amp;quot; type of decal instead of a actual footprint) I don&amp;#039;t have one I can share right now, and will post one when I can). Once you have your decal plane for either Puddles or Ripples, you then select your water mesh.&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m going to show you for Ripples as my water was knee deep, however, for Puddles, you&amp;#039;d do the same thing, just select Puddles in the Component Manager.&lt;br /&gt;
&lt;br /&gt;
So open up the Component Manager and click on New &amp;gt; Footprint &amp;gt; Ripple:&lt;br /&gt;
&lt;br /&gt;
[[File:Footmax8.jpg]]&lt;br /&gt;
&lt;br /&gt;
Attach it to your water mesh. Then go to the Utils tab, and click on the Component Utils button. Select our Ripple:&lt;br /&gt;
&lt;br /&gt;
[[File:Footmax9.jpg]]&lt;br /&gt;
&lt;br /&gt;
Again, here you would follow the same steps as in the Footsteps part, and select your decal in the &amp;quot;Decal Layer&amp;quot; box. Only for Ripples (or Puddles) you&amp;#039;ll want to use either &amp;quot;Add&amp;quot; or &amp;quot;Brighten&amp;quot; (I&amp;#039;ve found that Alpha makes them not show up, and Mult will make them look dark).&lt;br /&gt;
&lt;br /&gt;
In the Intensity Box, I have it set to 100%. The Scale Box, you&amp;#039;ll notice that I have it at 750%. The Scale box will go up to 10,000% if you want. I&amp;#039;ve found that 100% looks very small. You can play with these numbers.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve done that, you&amp;#039;re done, you can export, Drizzle it, and link in and enjoy your ripples (or puddles):&lt;br /&gt;
&lt;br /&gt;
[[File:KIimage0081.jpg]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return To: [[Andy&amp;#039;s Max Tutorials]]&lt;/div&gt;</summary>
		<author><name>AndyLegate</name></author>
		
	</entry>
</feed>