The black flame pillars in this spell look good already, but i'd like to make them rise up, go back down a bit, and then rise up higher the second time. Kind of like a flickering flame. I tried messing with "height" and "width" in the appearance section of the particles i wanted to edit but that didn't seem to do much. Little help would be appreciated :)
#[SOLVED] Making an FXR dynamically change height?
6 messages · Page 1 of 1 (latest)
I don't know if you get the overall concept but there are 2 ways:
- you change the values "curve points" (you can have a static value or use curves that have multiple values and those get interpolated so it can go: "low value -> high value -> low value")
- you have multiple instances of the same effect e.g. one plays from e.g. 0 - 0.2 seconds, one plays from 0.2 - 0.6 seconds and one then plays from 0.6-1.2 seconds BUT this doesn't look as good as the first option
This is almost always used for colors (but they have 4 values for RGBA instead of one).
Just search for a value that has: PropertyType="Scalar" InterpolationType="Linear"
with the first value being 3 or higher then run some tests with different values until it fits.
ah, thanks for the help! I did end up figuring out and just going with the second option of multiple instances of the effect at different sizes. I'll keep your advice in mind tho! lowk forgot to close this one
[SOLVED] Making an FXR dynamically change height?
you can also adjust the size in the particle modifier action, tho keep in mind it works over emission time, so it heavily depends on how long you particles lasts compared to the emitter or even bullet life and how fast they emit, here's an example of mine (look at the second effect in the video not the ported ds3 effect)