Convergent particle trail

Hi everyone,

I’m making a character for my game. The character is supposed to look like a cloud of particles that leaves a trail behind when it moves. The problem is that I cannot make the particle trail converge as the particles get farther from the character. The emitter has a sphere shape and emits particles from its volume. The particles have random lifetime between A and B values, and the trail has its width equal to the sphere radius (not what I want):

1884644--121266--1.png 1884644--121267--2.png

What I want is to have the trail shape like this:

1884644--121268--3.png

I guess I could do that by making the particles that are spawned near the sphere center have longer lifetime than the particles that are spawned close to the sphere boundary. I’m not sure how to implement this well, and maybe there are better ways to do that.

up

I had a similar issue and the way I dealt with it was to create a basic cone shape in a 3d modeling program with the normal pointing towards the center. The specific size and shape are secondary, the most important part is making sure the normals point in.

Thanks for the response! I think the cone shape won’t suit my needs because it will make the trail have constant shape and density, while I want the trail to emerge and evolve only when the character moves. Anyway, I’ve solved my problem by creating a script that manually emits particles and sets their lifetime based on the distance from the emitter center.