I can turn the particle to turn towards Z (transform forward) by setting angle to y=90. However when I change the system to world space it sets the angle to world angle, but I want it to stay pointed towards z. This is for a tracer that will be fired from a gun. In other words, how do I turn the particle towards z axis? Hope I am making sense. Thanks!
Anyone? Could really use some help with this. I have been trying to figure this simple thing for days now -This is why I’d never go for visual programing :p.
If you search for nodes with “world” in them, there are several, like Local to World, and World to Local, which sound like they might help. Good luck!
Well, I figured something out. This is not the solution I was expecting but it worked. Leaving it here just in case someone else is ready to throw the mouse though the monitor
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I don’t see an input to those though, such as to set a custom angle. I will take look further. Thanks!
There are also world/local toggles on parameters, which can affect your results. Sometimes it’s helpful to track values through the graph to see how they’re changing (when you don’t expect them to change), like switching from local to world
Yeah I really wish there was on of those toggles for the angles.
Hi angles attributes are always in particle space (so neither world or local space).
Particle space is defined with axis attributes (that are typically set by an orient block for instance) which are stored in system space (top right of a context node).
Inputs to the axis can be defined in world or local space (the little L or W next to the port)
So angleX/Y/Z are respectively applied around axisX/Y/Z
I see, so the question I have is how do I keep it oriented with the transform of the VFX. Would you be able to show this with a quick graph please? Thanks!
lmao I’ve been trying for so long to solve this using Local To World, Set Angle, Set Axis, etc. and I didn’t even consider a simple orient block. Thanks!
Lifesaver!

