I am currently trying to create a static ring of particles around a part with as few particle emitters as possible. If possible, I want to try and use one particle emitter. The issue is that whenever I try to change things like the spread angle and shape to theoretically create a ring, the particles just move outwards from the center rather than spawns in a ring around the center.
Boosting this because I still cannot find the solution.
I don’t really think there is any easy way to achieve this. The two methods I would go with is to either,
-
Create the ring with a script that creates a bunch of particle emitters in a ring shape. This comes with the benefit of allowing you to have more control over it, but it comes with the caveat of creating a large amount of particle emitters and not easily replicated without being in-game.
-
Make the particle image itself a ring shape, and emit it in place while randomizing its rotation. This comes with the benefit of being easy to make and being made of only one emitter, but pretty hacky and likely won’t look how you want it to.
I believe that I might be able to do what I want with 2 particle emitters but I need to figure out a way to rotate 2 attachments around a part/attachment or attach parts floating in the air to a part/attachment and then rotate them. Although, I do not know how I would do either of these as I cannot group attachments and I cannot find a way to anchor a part without anchoring it.
Oh, if you want to rotate two attachments around another attachment, then that’s simple. Just have a parent attachment at the center of your ring, and have the attachments holding the ParticleEmitters offset from that parent attachment. If you continually rotate the parent attachment, the child attachments (the ones holding the ParticleEmitters) will rotate around the parent attachment.
Heres how that might look like:
Just edit the CFrame property (primarily the Position of the CFrame) of the ParticleAttachments to offset it from the parent attachment like this:
Then just rotate the PivotAttachment with a script and you’re done. Here’s how my script looks like if you want to just see:
local pivotAttachment = script.Parent
while true do
local deltaTime = task.wait()
pivotAttachment.CFrame *= CFrame.Angles(0, deltaTime, 0)
end
Here’s how that looks like:
For some reason when I try to do this, the particles all follow the same point rather than stay where they were spawned. How can I fix this?
This worked but it didn’t produce the result I wanted so I just decided to cave in and create a lot of particle emitters with randomized rates. Thanks for the help though!
I just now figured out a way to get the exact effect I wanted with one particle emitter. All I did is put the particle emitter in an attachment so I could rotate it and add some speed and drag. I then made a number sequence for the transparency so the particles only appear once they’re at the area of the ring.
This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.