Proffie "Piercing" saber effect

Hello! First-time visitor here, I was directed here from the r/lightsabers reddit.

We have a battle droid photo op display we bring to conventions. My hope is that, using Proffie boards, we could program two lightsabers to display a flashing, “impact” effect along just a certain length of the blade, such that when ignited, they appear to be piercing the battle droids believably. Kind of a perpetual, orange/yellow clash effect as long as the saber is turned on.

We have two sabers that need this effect - for one of them, the effect should be near the base of the blade, and for the other, it would be at the tip. I’ll measure tonight how long the effect needs to be but I’d guess around 40cm. The second photo is a little edit to show what I’m hoping for.

Thanks in advance for your help, and please let me know if you need any other info from me!

1 Like

Sorry - posted by mistake without including the second photo. Here it is!

This seems like it would be a modification of the “melt” effect.
@Fett263 is one of our blade style experts, maybe he or someone else can provide some guidance for how to do that.

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Sure, are the sabers permanently fixed to the droid prop? Are you able to move, twist the saber or press the buttons, etc?
Since you’re going to have the general public accessing you’re probably going to want to limit controls or ability to mess with buttons etc.
The visual effects are easy enough but just wondering if you need controls on the effects or if you just want them to run when the saber is powered up and not stop until it’s turned off. Will you be turning the sabers on/off for each visitor or are they just running indefinitely?
There’s several ways to go about depending on if you want to control when the effects show, how you want to activate, if you need sound effects tied to the visual and/or if you want to limit what others can do or trigger on the saber.

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Thanks so much! Yes, simple, limited controls is ideal. Button press to turn on, button press to turn off. The sabers we have coming in are single-button, I think.

The blades can be rotated in the droids, so the hilts can be twisted. I’ll be affixing a small ring to one of the blades so it can be slid through the standing droid to the correct position from the other side, and then the hilt is attached from behind. The prone droid we just insert Excalibur-style.

We’ll be turning the sabers on and off for each guest, so ideally it is a push to power on and the effect happens rights right away, continuous until we power it off again.

I do intend to include sound effects for this as well - some battle droid dialogue like “Ouch!”, etc. But I am familiar with audio software and should be able to handle that part on my own. Of course if you have any tips for that, I welcome that too!

Sounds good, so you don’t have the sabers yet? To really dial in the location of the sparking effects we’ll want to run on the saber, the tip is pretty easy but if you want an entry and exit effect on the standing droid we’ll do some location tests to find the exact location, then build the effect around it.

Once you have the sabers I can give you some simple styles to upload so we can determine exact location the effects need to run at.

We’ll just set a base effect, an ignition and the overlay of the sparking effect and we can forego the other effect types. We can build in the sound effects via the style code so you can have the saber hum run normally and then the other sounds will just play over them on a loop.

Fantastic— thank you! I appreciate it. The sabers should arrive in a week or two, I’ll post back here once I’ve got them. :slight_smile:

Sounds good :+1:

You can just add the dialogue and effect sounds to the hum.wav(s) to have it loop unattended. A few different mixes will randomize the experience each ignition :wink:

Unless you set the “linked” property, it will pick a new hum file randomly every loop. (which means that the end-to-beginning transition has to look the same for all hum files to avoid clicks.)

I’m going to write in Transition Sounds when I build the style, so it handles separately, it’s tailor-made for this type of use. :wink:

2 Likes

Hi all! The sabers arrived today. Both are Proffie 2.2, single buttons. Do you need me to upload a config file here to get started? Let me know next steps - thanks in advance!!

Not really, first question do you know how to update your sabers? You’ll need to be able to edit your config and upload to the board.

If you can do that, just need to confirm roughly where we need this effect on each blade is the original pic a good representation, so for the standing droid we need the middle 50% of the blade to show the effect so it shows at the entry and exit and the fallen droid you need the end of the saber (about how much of the blade length would you say?)

I’ll put some simple generic test styles together first so we can dial in the location and size of the effects, then we can work on more specific details, you’ll just need to be able to upload the test styles so we can figure out what adjustments are needed.

Yep I have a basic understanding of updating the boards, I have a couple of Proffie sabers already - Shouldn’t be an issue!

Does blade percentages help? My initial guess would be for the effect to cover 40% of the blade - on the blue one it is the last 40%, near the tip, and on the green one I would place it from 10 to 50%, leaving a 10% of green near the emitter and then 50% on the other side of the effect. I’ve attached a diagram to illustrate

Oh, and figured I’d ask now, could we shoot for a sky-blue, ANH colour instead of the prequel blue please? :smiley:

Blade percentage works. We’ll sort out colors and actual effects once we get the locations and sizes sorted.

Let’s try this for the first saber, load this up and see how it lines up:

StylePtr<Layers<Mix<LinearSectionF<Int<26454>,Int<12628>>,DeepSkyBlue,Orange>,InOutTrL<TrWipe<500>,TrWipeIn<300>>>>()

Then this on the second saber:

StylePtr<Layers<Mix<LinearSectionF<Int<8644>,Int<13108>>,Green,Orange>,InOutTrL<TrWipe<500>,TrWipeIn<300>>>>()

You can play around with the values in LinearSectionF<> for both. The first number is the location, the first pixel (hilt) is 0 and the last pixel (tip) is 32768 for reference, so adjust those values until the Orange block is where you want it on each. If you need to adjust the size just increase/decrease the second number.

Once you get the specific locations and sizes of the LinearSectionF for each blade, I’ll have you select and build styles for both blades in my library, once you have what you like for Base Effect and Color(s) (the other effects don’t really matter), we’ll add a custom effect for both with the location and size info you provide.

Just post the library styles here and the final location and size values from the styles above and I’ll use those for the foundation to add the new effect to them for you to load up.

This way you can customize exactly how you want the main blade to look first, then we add to it.
https://www.fett263.com/fett263-proffieOS7-style-library.html#fett263

For canon sabers, Rotoscope styles work really well, just pick the one you like and select the Color(s) etc. and we’ll build on top of it from there.

1 Like

Amazing. Thank you! I’ll try these out and report back.

Hello! Success!

For the blue blade (effect at tip), the LinearSectionF values are <Int<25454>,Int<12628>>. Style code is Rotoscope in sky blue:

/* copyright Fett263 Rotoscope (Primary Blade) OS7 Style
https://fett263library.com/early-access/#Rotoscope
OS7.14 v3.0p
Single Style
Style Option
Base Color: BaseColorArg (0)

--Effects Included--
Ignition Effect: Standard Ignition [Color: IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
Lockup Effect:
0: mainLockMulti0Shape - Begin: Real Clash - Style: Intensity AudioFlicker - End: Full Blade Absorb
[Color: LockupColorArg]
Lightning Block Effect:
0: mainLBMulti0Shape - Begin: Responsive Impact - Style: Strobing AudioFlicker - End: Full Blade Absorb
[Color: LBColorArg]
Drag Effect:
0: mainDragMulti0Shape - Begin: Wipe In - Style: Intensity Sparking Drag - End: Wipe Out
[Color: DragColorArg]
Melt Effect:
0: mainMeltMulti0Shape - Begin: Wipe In - Style: Intensity Melt - End: Wipe Out
[Color: StabColorArg]
Blast Effect: Blast Wave (Random) [Color: BlastColorArg]
Clash Effect: Real Clash V1 [Color: ClashColorArg]
*/
StylePtr<Layers<Mix<HoldPeakF<SwingSpeed<250>,Scale<SwingAcceleration<100>,Int<50>,Int<500>>,Scale<SwingAcceleration<>,Int<20000>,Int<10000>>>,RandomFlicker<StripesX<Int<15000>,Scale<HoldPeakF<SwingSpeed<200>,Scale<SwingAcceleration<100>,Int<50>,Int<300>>,Scale<SwingAcceleration<100>,Int<24000>,Int<16000>>>,Int<-3200>,Int<-200>>,RgbArg<BASE_COLOR_ARG,Rgb<0,110,255>>,RgbArg<BASE_COLOR_ARG,Rgb<0,110,255>>,Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,110,255>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,110,255>>,Mix<Int<19276>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,110,255>>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,110,255>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,110,255>>>,TransitionEffectL<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,EFFECT_BLAST>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,LockupTrL<TransitionEffect<AlphaL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<22000>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,BrownNoiseFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,300>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<22000>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrFade<300>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,Int<1>>,LockupTrL<AlphaL<TransitionEffect<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,TrExtend<4000,TrInstant>,TrFade<4000>,EFFECT_DRAG_BEGIN>,SmoothStep<Scale<TwistAngle<>,IntArg<DRAG_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrWipeIn<200>,TrWipe<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<AlphaL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,100>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrWipeX<BendTimePowInvX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>,TrWipeInX<BendTimePowX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Black>>>(),

For the green blade (effect in middle), the LinearSectionF values are <Int<9844>,Int<11108>>. Style is Rotoscope in green:

/* copyright Fett263 Rotoscope (Primary Blade) OS7 Style
https://fett263library.com/early-access/#Rotoscope
OS7.14 v3.0p
Single Style
Style Option
Base Color: BaseColorArg (0)

--Effects Included--
Ignition Effect: Standard Ignition [Color: IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
Lockup Effect:
0: mainLockMulti0Shape - Begin: Real Clash - Style: Intensity AudioFlicker - End: Full Blade Absorb
[Color: LockupColorArg]
Lightning Block Effect:
0: mainLBMulti0Shape - Begin: Responsive Impact - Style: Strobing AudioFlicker - End: Full Blade Absorb
[Color: LBColorArg]
Drag Effect:
0: mainDragMulti0Shape - Begin: Wipe In - Style: Intensity Sparking Drag - End: Wipe Out
[Color: DragColorArg]
Melt Effect:
0: mainMeltMulti0Shape - Begin: Wipe In - Style: Intensity Melt - End: Wipe Out
[Color: StabColorArg]
Blast Effect: Blast Wave (Random) [Color: BlastColorArg]
Clash Effect: Real Clash V1 [Color: ClashColorArg]
*/
StylePtr<Layers<Mix<HoldPeakF<SwingSpeed<250>,Scale<SwingAcceleration<100>,Int<50>,Int<500>>,Scale<SwingAcceleration<>,Int<20000>,Int<10000>>>,RandomFlicker<StripesX<Int<15000>,Scale<HoldPeakF<SwingSpeed<200>,Scale<SwingAcceleration<100>,Int<50>,Int<300>>,Scale<SwingAcceleration<100>,Int<24000>,Int<16000>>>,Int<-3200>,Int<-200>>,RgbArg<BASE_COLOR_ARG,Rgb<4,255,0>>,RgbArg<BASE_COLOR_ARG,Rgb<4,255,0>>,Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Rgb<4,255,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<4,255,0>>,Mix<Int<19276>,Black,RgbArg<BASE_COLOR_ARG,Rgb<4,255,0>>>>,RgbArg<BASE_COLOR_ARG,Rgb<4,255,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<4,255,0>>>,TransitionEffectL<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,EFFECT_BLAST>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,LockupTrL<TransitionEffect<AlphaL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<22000>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,BrownNoiseFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,300>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<22000>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrFade<300>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,Int<1>>,LockupTrL<AlphaL<TransitionEffect<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,TrExtend<4000,TrInstant>,TrFade<4000>,EFFECT_DRAG_BEGIN>,SmoothStep<Scale<TwistAngle<>,IntArg<DRAG_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrWipeIn<200>,TrWipe<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<AlphaL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,100>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrWipeX<BendTimePowInvX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>,TrWipeInX<BendTimePowX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Black>>>(),

The orange piercing colour looks AWESOME on camera. I can’t wait to see how this comes together. Thanks!!



4 Likes

Sounds good, do want the animation on the orange to look more like a melt effect (subtle) or a lockup (sparking)?

I’ll build this as an ignition, so when you ignite the saber do you want the normal animation first (Wipe) and then the animation begins or do you just want the saber to turn on fully lit with animation?

For the “Ouch”, should it be a one-time quote each ignition, or repeated, or do you want different or random quotes?

Do you want me to leave the blast, clash, lockup effects, etc or strip them out so they won’t show on the blade (then we can remove their sounds so even if a visitor presses a button nothing plays or shows, like for blast effect). Or we could swap out the blast sound for a quote so it just says something if a visitor clicks the button.

Lets try a sparking, lockup effect!

Yes, when the saber ignites, I’d like the wipe on, and wipe off when it turns off too. So it pierces through the droid, and the retracts backward again when powered down.

A little variety in the droid lines would be fun - do you already have access to sound clips like that? I’m happy to search around for some, if not. Generally looking for whiny things like “Ouch”, “Uh oh”, “Why me”, etc.

I think disabling all of the bonus effects like blast and lockup is a good idea. To keep things as simple as possible, “button press, on” and “button press, off” is ideal. Preferably without needing to hold the button down, just a click. Our old Ultrasabers needed the button to be held down to power off and it was kind of a pain.

Lastly, and least importantly – is there a way to program it so the blue, circlular light on the ignition button remains off? It’s a nitpick, but, I’d rather it remain unlit.

Thank you!