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