The Ripple FX, simulates wave motion over a period of time. Start by setting the number of frames for the animation. Next, we load the object that the Ripple FX will be used with. For this demonstration we will use a flat Plane. Make sure that the Object's Actor time-line extends over all the frames. This means that the object will exist through the entire animation. ADD an FX time-line to load the effect from disk. The length or range of a time-line, such as FX, can be adjusted manually. In other words, you can cause an FX to occur only for part of the animation, by adjusting the values for Starting and Ending frames. This Ripple will be performed over the entire animation. For the Ripple FX, we have 2 basic types: Radial or Linear. Linear Ripple occurs along the X axis. This creates a waving Flag effect. Radial occurs in a circular pattern around the Z axis. This simulates the effect of something being dropped into a pool of water. WAVE LENGTH sets the width size of each single ripple of the effect. Z AMPLITUDE sets the height of each individual ripple. TRAVEL DISTANCE sets how far the ripple will occur along the object. RIPPLE COUNT defines how many ripples will be created in the time of the FX. Now, we must make sure the camera is aimed at the object's axis. MAKE can now be used to preview the animation. Please Stand by. PAUSED: Press Space when the animation is completed. Demonstration Completed!