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	<title>Doc:2.6/Manual/Animation/Techs/Lamp - 版の履歴</title>
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		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Animation/Techs/Lamp&amp;diff=114379&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:51:55Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:51時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
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		<author><name>Yamyam</name></author>
		
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		<title>wiki&gt;Urkokul: /* Example */</title>
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		<updated>2014-10-26T21:38:42Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Example&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header||}}&lt;br /&gt;
&lt;br /&gt;
{{review|}}&lt;br /&gt;
&lt;br /&gt;
= Animating Lamps Properties=&lt;br /&gt;
Here we are not going to talk about moving lamps, rotating them, etc. – this is nothing more than [[Doc:2.6/Manual/Animation/Techs/Object|object animation]]! Let’s just remember you about constraints, especially tracking ones, which might be very useful to track a character with a spot, for example…&lt;br /&gt;
&lt;br /&gt;
We will rather see what lamp specific properties you can animate. All the relevant F-curves are gathered in the {{Literal|LampAction}} set of the {{Literal|Graph Editor}} window.&lt;br /&gt;
&lt;br /&gt;
Note that lamps can, as well as materials, use textures – and you can animate how these textures are mapped to their lamps (e.g. to simulate «gobos» in a discotheque… or complex shadows, like tree leaves cast on the ground, when you have no time to use raytraced shadows). However, as this is nothing more than a sub-set of the material’s possibilities, we won’t detail this topic here – read the [[Doc:2.6/Manual/Animation/Techs/Material|material animation page]]. And obviously, you should have already read the [[Doc:2.6/Manual/Lighting|lighting chapter]]!&lt;br /&gt;
&lt;br /&gt;
As of Blender from 2.5 version, [[Doc:2.6/Manual/Introduction/What's_new_in_this_series#Animation_system|Everything is animatable]]. And about keyframing and actions see more [[Doc:2.6/Manual/Animation/Keyframes|here]].&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
Let’s illustrate this with a flying torch deep in a cave.&lt;br /&gt;
&lt;br /&gt;
We won’t detail the cave and torch creation – the first one is an deformed icosphere with [[Doc:2.6/Manual/Modifiers/Generate/Subsurf|Subdivision Surface]] and [[Doc:2.6/Manual/Modifiers/Deform/Displace|Displace]] modifiers, and the second one, a cylinder scaled and subdivided several times in its length, with a [[Doc:2.6/Manual/Physics/Particles|particle system]] to materialize its fire.&lt;br /&gt;
&lt;br /&gt;
The torch will be the only light source of the scene. Add four {{Literal|Point}} lamps, all using the same lamp datablock. Place them around the tip of the torch, and parent them to it. Give them an orange color (e.g. &amp;lt;code&amp;gt;(1.0, 0.8, 0.4)&amp;lt;/code&amp;gt;), a short {{Literal|Distance }}('''2.0''', but this depends on the size of your cave!), and an {{Literal|Inverse Square}} falloff. Also let them cast ray shadows (soft shadows, if you have enough computing power…).&lt;br /&gt;
&lt;br /&gt;
Right click on the {{Literal|Energy}} parameter and {{Literal|Insert Keyframe}} to create an Fcurve, then open the graph editor to edit the keyframes. You can for example start at zero (no energy, the scene is whole black), give a short and intense flash ('''10''' over a few frames) to simulate a sort of lightning lighting the fire, then back to very low ('''0.25'''), and then a gently varying curve over the rest of the scene, to simulate the irregularities of the flames.&lt;br /&gt;
&lt;br /&gt;
You might also use the same animation to control the particle system emmission, to synchronize the quantity of particles with the luminosity of the lamps.&lt;br /&gt;
&lt;br /&gt;
Once your torch is flying, you should get something as shown below – you can download the blend file [[File:ManAnimationTechsLampExFlyingTorch.blend|here]].&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&amp;lt;vimeo&amp;gt;15837328&amp;lt;/vimeo&amp;gt;&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Animation]]&lt;br /&gt;
[[Category:Lamps]]&lt;br /&gt;
[[Category:Lighting]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Urkokul</name></author>
		
	</entry>
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