Best way to rotate an emitter around a pivot?

Hi,

I’m looking for the best way to have several rotating emitters. Let’s say I want a large central fireball, with several small fireballs orbiting it. I didn’t see a good way to set this up purely in Cascade, and after messing around with it for a while I ended up creating a simple plane with a single joint/bone in maya (offset from the origin/pivot), importing it as a skeletal mesh, and then making a blueprint actor with the mesh, my small fire particle emitting from the socket, and a blueprint to make it rotate. That works fine, but it means I will need to use several of those if I want several small fireballs. I’m thinking there MUST be a better way to do this. Any thoughts?

Hey camelotvfx -

Have you tried using the Orbit Module to give you the effect you are looking for. You should be able to create a Mesh Type emitter for your central fireball and then with a particle sprite or another mesh emitter you can add an orbit module and allow the second emitter in your system to orbit around the central emitter point.

24843-orbit.gif

Thank You

Eric Ketchum