[UE Particle Exercise] 07 - Create animated trailing type particles

Effect

step

1. Add the animation sequence "Idle_ModifyBones" to the scene

2. Create a new material and name it "Mat_AnimTrails"

Set the material blending mode to translucent, the shading model to unlit, and the material to two-sided

The material nodes are as follows

3. Create a new particle system and name it "P_AnimTrail"

Open "P_AnimTrail" and add the module "Type Data-"New Animation Trailing Data"

In the required module, set the material to "Mat_AnimTrails"

4. Open the animation sequence "JumpingJacks"

Find notification track

Right-click the notification track and select "Add notification status-"Tail"

After creation, select the particle system template as "P_AnimTrail"

Then we need to fill in the two slot names

We can search for the bone names by binding the skeletal mesh of this animation sequence. We find that the bone name of the left arm of the skeleton is "lowerarm_l" and the bone name of the left hand is "hand_l"

We can then fill in these two bone names in the animation sequence

At this time, when the pointer of the timeline passes the "tail", a particle effect will be generated. The larger the "tail" is in the notification orbit, the longer the particle generation duration will be.

Based on this feature, we can set up to continuously generate particles during the period when the character is jumping.

The effect at this time is as follows:

5. Return to the particle system "P_AnimTrail"

Set the particle life cycle to 1s

Removed "Initial Velocity" module

The effect at this time is as follows:

6. Next I want to change the gradient direction of the transparency of the particles, so open the material "Mat_AnimTrails" and change the Mask node from filtering the G channel to the R channel.

Then shorten the life cycle of the particles to 0.5s

The effect at this time is as follows. You can see that the gradient direction of the particle transparency is consistent with the direction of the arm waving.

If we want to have the same particle effect on the character's right arm, we need to do the following. First, we need to add a notification track.

Copy a copy of "Tail" and paste it on the second notification track

Select the second "trail" and replace the slot names of the left arm and left hand with the slot names of the right arm and right hand

At this point, there are particle effects on both sides of the arms:

 In order to make the particles have the highest opacity when they are first generated, we need to add an inversion node to the material.

After the application is saved, the effect is as follows:

Return to the particle system and set the color of life to include three key points:

Set the key point (the particle is red during the first 1/4 of its life, gradually turns to green at 1/2, and gradually turns to blue at 3/4)

Make the in-life color module visible in the Curve Editor

Ctrl+Alt box selects 6 key points in the following areas in the curve editor

Click the "Auto/Limit" button to smooth the color curve

The effect at this time is as follows:

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Origin blog.csdn.net/ChaoChao66666/article/details/133135281