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Guys in this lecture we are going to see about wave motion within the radiowaves so ideas that this

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one is just now circles coming out nice waves that we are having less than three seconds.

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You'll notice that in three seconds you'll have three waves.

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Of course we're lucky with the default guys.

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Four seconds.

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You have four waves and one of them is a PDA.

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If you go to 5 you will have five waves.

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Where did you get this number from.

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If you look in wave motion you will find a frequency.

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It says one.

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This is the number of waves that will be born every one second.

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So for every second you will have one wave.

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If you put two then for every second you will have two waves.

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Here you are.

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And the distance of the last wave to the producer point is not a change not this.

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This is one.

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And we have exactly the same distance.

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And this is true.

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So actually frequency which is a very important factor when you're designing your waves say is this

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the number of waves per second fight.

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Let's get back to ON NOW.

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Expansion is the one that will determine the speed at which a wave is traveling hence the distance not

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less.

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If for example 2 7 is going to change the distance.

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If you leave it at seven.

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Go back to the beginning and place.

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You will notice that the waves are traveling a bit faster.

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So actually expansion is about the speed the waves will travel through your composition.

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Let's go to orientation before we get to orientation.

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I need to make this only three so we know in which direction it's going.

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And let's put back the speed at five here and now orientation it will orient.

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In this case we have a wave that's looking like a triangle.

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So we know which direction it is going.

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It will orient your waves.

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Let's say we put it here at 60 degree.

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And if you play you'll notice that all the waves are going in the same orientation all the same direction

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if you are it's not really that action just orienting them where they must be going or opening.

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You could say that orientation is the rotation at birth of the waves.

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Now usually you do not animate the orientation but if you like to animate it for example let's take

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a simple example we can frame it and we put it at zero.

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Then we come at the end of the composition and give it for example some kind of figure it doesn't really

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matter.

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So not is what exactly is happening.

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The first one will be created and will go at a certain orientation.

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So the first one is created at zero.

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The second one will be created.

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If you look at 72 and it will keep the 1:53 angle.

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The third one will be created at 110 and it will keep the 110 and move along.

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So this is actually the orientation it will set according to the time according to your animation the

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direction or the orientation if you like of the wave where is it going.

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Let's reset the orientation here and put it back to zero.

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Now we look at direction and velocity direction.

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If you move it around you change the value.

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Actually nothing will happen.

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Nothing nothing will happen.

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This is because the direction by default is set to 90.

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That's pretty cool.

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But the direction is the direction of the velocity.

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Meaning you've set the direction and you set the speed.

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And now your weight will go in this direction according to this speed less than the speed.

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You know what's happening here.

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So the direction is 90 degrees and the velocity is 1 foot 7.

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So your triangles or your waves are going towards 90 degree and that opening up if you change the direction

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for example to minus 90.

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Now it is not very symmetric here.

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They are going on the left or minus 90 and the velocity is so much.

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Let's change the velocity to 100.

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You will notice what's happening here.

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They're moving along in both direction.

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But mainly it is this direction they want to go.

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We reserve the direction and is headed and we reset the velocity and look at speed.

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Now spin is responsible for spinning or rotating the waves through time.

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It now it has no value and nothing is spinning.

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Let's come and give it a certain value for example or something like this.

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You'll notice that they will continue spinning.

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So there is an angle of orientation at birth.

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Let's see if we give it 45 degrees.

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Here you are.

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They are born at 45 degrees and they're spinning at 35 every one second.

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So that's the spinning.

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So if you want to animate your waves now you have the expansion you have the orientation to set it.

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You could also animate orientation.

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I prefer not to it's a bit confusing.

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And you have the velocity with the direction and the speed.

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Now let's go to lifespan.

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You notice here that is 10.

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It means that the wave will load for 10 seconds.

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You can make your waves live a shorter let's say two seconds.

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Here you are.

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So now the first one is created at 1 second.

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Here it is and will die after two seconds you know that's how it's died.

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Let's make it three seconds.

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You will notice that the first one that has been created that's the third.

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Now it's coming up and it's got a three second notice how it's dying between two and three seconds.

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And the last one or so will do the same.

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So actually you are giving a life span for your waves here to die for three seconds.

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That's pretty good.

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It's been a buck at 10 seconds.

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Actually reset the whole thing I want now to look at refl. not reflection and lifespan actually they

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communicate you cannot have a good reflection without having a good lifespan.

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Now the reflection if you check it and you play it we'll wait for the wave to come out of your composition

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and then come back.

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That is when you start hitting the border.

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It's when it's coming back.

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Not just now we have a lifespan of 10 seconds.

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So the first wave is hitting.

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Now notice how it's happening here.

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It's curving in instead of dying completely.

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If you reduce the lifespan of course it's going to die earlier.

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You see how it happens.

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So actually to do some kind of an emissions for water for space is for a ripple effect you feel like

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you will use the radio waves.

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That's got to be pretty interesting.

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That's all for this lecture that's all about a wave motion.

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And in the next lecture will see about stroke and start creating some animations.
