I’m having issues with scaling in particle systems. I’ve made a flame thrower particle system, basically, using spheres and stretching them as needed, which resulted in this;
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however, it only works when pointed along the X axis. if i turn it, it looks like this;
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It seems the scale for the meshes doesn’t rotate with the actor. I was wondering if there was a fix, or at least a workaround for this.
Thanks in advance for anyone who can help, and in case it matters, here’s the modules used in the particle system.
image Google Drive: Sign-in
Hi Traviesimo -
You will need to go into the Mesh Type Module in your Emitter and set a locked axis for the mesh, so it knows to not rotate about that particular axis.
Thank You
Eric Ketchum
SOLVED:
- Mesh must Point Z in 3Ds Max (aligned with the ground)
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Required Node: Screen Alignment: PSA Type Specific
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Mesh Data: Face Camera with Roll or Spin / Axis Lock Option: Z / [X] Camera Facing / Velocity Aligned (any of the 4 options work) / Apply Particle Rotation as Spin
I have another issue regarding mesh particles and scaling.
Here you see my little circle-meshes. They work well until I SCALE the Particle System. All the particles are now squashed:
Options (since the mesh is already aligned horizontally, i don´t need any lock-axis or camera-facing options):
Mesh Data:
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Mesh Alignment: Face Camera With Roll
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Axis Lock Option: None
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Camera Facing: Disabled
Required:
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Screen Alignment: PSA Square
Note: Even setting the Required-Screen-Alignment to PSA Type Specific and in Mesh Data setting Axis Lock Option to Z doesn NOT help.
Only when I use Camera Facing the particles are NOT scaled anymore - but then they are not locked anymore so that they stay aligned with the ground.
As a comparison: Using normal particles (with a axis lock) it looks like that. The spawn-area gets scaled but NOT the particles themselfes:
Does anyone know how to prevent the mesh-particles from scaling?