try and work with a reference by your side, so you can see how Bioware did it. Grab their VFXProj files from here:
http://social.biowar...m/project/1331/Typically, most people misunderstand the need for fountain/explosion types. Often you can make nice fiery explosions using only fountain emitters, so let me explain the difference:
- fountain: constantly emits particles at a rate of "Birth Rate" per second.
- explosion: only emits particles on EVENTS, and emits them all at once.
therefore, to actually see an explosion do anything you need to make an event.
I decided to take a look in the Bioware VFXProj files at VFXProj\\\\Placeables\\\\vfx_bottle_smoke.vfxproj which has 1 explosion-type emitter and 8 fountains. Try copying the emitter NewEmitter_18 to your VFX to use as a reference.
Here's the process you should go through to get an explosion working...
- Ensure that your VFXRoot object has a value greater than 1 for impact/duration/cessation
- R click on VFXRoot > Insert > Insert Emitter Group
- Drag your emitters into the group
- Select the emitter group itself (looks like a folder on fire).
- Your timeline interface should list the emitters NAMES on the left (*not* numbers from 0 upwards and down)
- On your explosion-type emitter's name (in the timeline view), R click > Add Event.
- Click play.
Your explosion will happen whenever you set your event. Birth Rate controls the number of particles spawned.
Hopefully that sheds some light on the subject!
Modifié par mikemike37, 25 septembre 2010 - 01:11 .