Any suggestions on when you want a particle to use local rotation but still simulate in world space? Like shell casings coming out of a gun? Where you want the initial rotation to line up with the ejection port but you still want them to interact with things in world space? Got it: You can set it to use world space then set "Init Mesh Rotation" to inherit its parents rotation. I did not realize this was an option.
Dude. Your Niagara videos are fantastic! Thanks for making these.. Request. Can you make a video on how to get a projectile to fly with a random curve? I mean, projectiles just fly straight (if no gravity). Can I make them go up and down, left and right. Like noise in a particle system.. You know what I mean here? 🙂
Niagara has a Curl Noise Force module that you can apply that should do the trick, just make sure to scale its force accordingly with other forces effecting the particles :)
How can I scale the particles in Local space to match Scale of Character - Yet have World Space attributes in order to have the particles trail the chacter as it moves?
Hi Outpost, Thanks for all your work on this series. It's very helpful. I wonder if you could give me some pointers on my project? I have a field of stars (particles) in the background of my 2.5D game. When enemies are destroyed in the foreground, I'd like for the stars behind the destroyed enemy within a certain radius to briefly change colour. This could be happening simultaneously in several spots on the screen that may overlap and blend colours. Any advice on how I can achieve this with Niagara? Thanks again!
Hey, thanks for going over this.. Does the same go for rotation? When I rotate in the details panel, I get the immediate expected result, however, when I try to use the rotator in Blueprints, the result seems to be nothing or not what I expected. I'm guessing this has to do with the physics driven nature of Niagara systems. Thx again and hope you're heading to the weekend on a high note!
Are u the goto niagara guy? Have u seen the demo of the crowd created using niagara? Unreal create a crowd of soldiers , literally 100s of thousands.... Could u demo this. Have an fbx animation of marching soldier. Spawn 1000s of them? They talk about LODs and using billboards to create an illusion of even more soldiers :)
I couldn't remember how to switch it to move with the emitter thank you
Any suggestions on when you want a particle to use local rotation but still simulate in world space? Like shell casings coming out of a gun? Where you want the initial rotation to line up with the ejection port but you still want them to interact with things in world space?
Got it: You can set it to use world space then set "Init Mesh Rotation" to inherit its parents rotation. I did not realize this was an option.
umm, idk what that means. the particle usually follow what its attached to and rotates with it i think accoridngly, you can even set that up on spawn.
Thank you very much!
Dude. Your Niagara videos are fantastic! Thanks for making these..
Request. Can you make a video on how to get a projectile to fly with a random curve? I mean, projectiles just fly straight (if no gravity). Can I make them go up and down, left and right. Like noise in a particle system.. You know what I mean here? 🙂
Niagara has a Curl Noise Force module that you can apply that should do the trick, just make sure to scale its force accordingly with other forces effecting the particles :)
@@Blacklight47100 exactly what I was going to say
@@Blacklight47100 Thanks man... First a year later I read your comment.. Must have missed it in my notifications
LIFE SAVER!
How can I scale the particles in Local space to match Scale of Character - Yet have World Space attributes in order to have the particles trail the chacter as it moves?
Hi Outpost,
Thanks for all your work on this series. It's very helpful. I wonder if you could give me some pointers on my project?
I have a field of stars (particles) in the background of my 2.5D game. When enemies are destroyed in the foreground, I'd like for the stars behind the destroyed enemy within a certain radius to briefly change colour. This could be happening simultaneously in several spots on the screen that may overlap and blend colours.
Any advice on how I can achieve this with Niagara?
Thanks again!
You saved me man.
How can I scale a particle in the viewport of my character?
Hey, thanks for going over this..
Does the same go for rotation?
When I rotate in the details panel, I get the immediate expected result, however, when I try to use the rotator in Blueprints, the result seems to be nothing or not what I expected.
I'm guessing this has to do with the physics driven nature of Niagara systems.
Thx again and hope you're heading to the weekend on a high note!
Ignore this question! It's as I suspected, the result was different to what I expected due to the forces etc applied😅
donde esta dynamicBeam
Are u the goto niagara guy? Have u seen the demo of the crowd created using niagara? Unreal create a crowd of soldiers , literally 100s of thousands....
Could u demo this. Have an fbx animation of marching soldier. Spawn 1000s of them?
They talk about LODs and using billboards to create an illusion of even more soldiers :)