-
What do you want to achieve? an effect similar to the one in the video below
-
What is the issue? I’ve been messsing with particles for a while and i cant figure out the setting for it.
-
What solutions have you tried so far? I’ve tried putting it on a cylinder and spinning but it doesnt get the same effect as the video which is what im striving for. The video is NOT mine nor am I claiming that it is, just to make that clear.
It seems like it uses multiple fire effects that are rotated in a circle shape. The ‘heat’ value can be changed to increase/decrease the height of the flame.
You need this Plugin.
Not really the one on the video, but it’s the closest I can go.
Here is the final product:
Insert a Part; set the Z orientation to 90° and make the size ratio 3x:1z; open the plugin; then find the right direction (it was Y for me); then set the angle to 10° and click on “Render All”.
It should look like this (scale it down if it’s too big)
Model those parts and duplicate them; move the model slightly higher than the bottom set; then select every part and set the Z orientation to 45°. After that, put both of them in a Folder.
It should look like this. (make sure you named the models accordingly)
Insert another part and enclose the bottom model inside; let’s call this part “MainPart”.
Now we need to weld all those parts to the MainPart; since there are already a lot of them, Insert a script to the Workspace and type this:
for _, FireEmittingParts in pairs(game.Workspace.Folder:GetDescendants()) do
if FireEmittingParts:IsA("Part") then
local WeldInstance = Instance.new("WeldConstraint")
WeldInstance.Parent = FireEmittingParts
WeldInstance.Part0 = FireEmittingParts
WeldInstance.Part1 = game.Workspace.MainPart
end
end
Run the game and copy the things you just made; when finished, stop the game, then paste it to your Workspace.
It should look like this. (press Alt + W to see the welds)
Now let’s add the fire; insert another script and use this code:
for _,FireEmittingParts in pairs(game.Workspace.Folder.Top:GetDescendants()) do
if FireEmittingParts:IsA("Part") then
local FireInstance = Instance.new("Fire")
FireInstance.Parent = FireEmittingParts
FireInstance.Color = Color3.fromRGB(90, 55, 0) -- Main colour
FireInstance.SecondaryColor = Color3.fromRGB(42, 0, 0) -- Particles
FireInstance.Heat = 7 -- height/length of the fire
FireInstance.Size = 4 -- size of the fire
FireInstance.TimeScale = 5 -- animation speed
end
end
for _,FireEmittingParts in pairs(game.Workspace.Folder.Bottom:GetDescendants()) do
if FireEmittingParts:IsA("Part") then
local FireInstance = Instance.new("Fire")
FireInstance.Parent = FireEmittingParts
FireInstance.Color = Color3.fromRGB(57, 26, 26) -- Main colour
FireInstance.SecondaryColor = Color3.fromRGB(42, 0, 0) -- Particles
FireInstance.Heat = 5 -- height/length of the fire
FireInstance.Size = 7.5 -- size of the fire
FireInstance.TimeScale = 5 -- animation speed
end
end
Run the game and copy the Model; it should look like this.
Use a Particle Emitter for the Ash, and the Lighting is up to you.
i assume that you might attach it to a character so that’s what the welds are for; sorry if you hardly understand this… i was writing this post at 12am
sorry i just saw this but this is great, thank you so much!