View Full Version : Particles attached to skeletal meshes
01-12-2010, 11:07 PM
Is it possible to attach a particle system to a mesh via a bone or something? For instance, a character with a flaming skull or a monster with drool dripping from between it's teeth?
02-01-2010, 02:44 AM
I'd love to know the answer to this too. I found this old page:
That has a section on attaching a particle system to a skeletal mesh, and this is exactly what I'm trying to do, but I don't know how to pull it off in UDK.
Also, is it possible to import just a skeleton into UDK? Meaning, without a mesh. So I can use it solely for the purpose of animating a particle system.
Any advice would be appreciated :)
02-01-2010, 04:01 AM
Make a really tiny polygon with a masked material making it invisible, you should then have "just a skeleton". ;)
Regarding particles you can spawn some with AnimNotifies in the AnimSet, per animation sequence. It isn't recommended to use for particles that should stay permanent as it will spawn a new emitter each time the animation sequence is played/looped. For permanent particles I suggest going through UnrealScript. For example, the flames would be a permanent particle, while an attack like a fire blast could be an AnimNotify.
06-01-2011, 03:01 PM
could you give a quick example of how to do a permanent particle effect on a character in UnrealScript? (An NPC)
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