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AnimTrails
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中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UE3 Home > Particle & Effects > Particles Systems > Particles AnimTrails Tutorial
UE3 Home > FX Artist > Particles AnimTrails Tutorial
UE3 Home > FX Artist > Particles AnimTrails Tutorial
Particles AnimTrails Tutorial
Overview
Sample AnimTrail Emitters
Creating an AnimTrail Particle Emitter
Create a new ParticleSystem
Start the editor, right-click in the Content Browser, and select "New ParticleSystem". The New window will pop-up, prompting you for a package name, object name, and the factory. After naming the new Particle System, Cascade will open. Add a new AnimTrail Data node to the emitter.


Setting up Sockets
Setup animation sockets on the arms of the skeletal mesh. There needs to be three sockets for each trail. One for the first edge, one for the second edge, and one for the control point. The first and second edge sockets define the two edges of the trail that is rendered. The control point is used to determine the texture coordinate value along the trail. For reference on how to add sockets see SkeletalMeshSockets. In this example we will be using the WeaponPoint sockets for the first edge. We then created sockets for the second edge and control point for each arm. The end result is below.
Adding AnimNotifies
We will need two AnimNotifies. One for each arm. These are added on the AnimSequence tab of the AnimSet editor. Add a new Notify, then click on the blue arrow and add a AnimNotify_Trails.

