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    Particle Emittance Not Interpolating between frames

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    • D
      Deeeds
      last edited by

      When the rate of emittance is set very high, and the particle emitter moved fast, the emittance of particles is only taking place at the location of the emitter at frame time, not interpolating the positions it should have released particles at during the movement that occurred during the frame time.

      This leads to staccato looking particle effects where very smooth effects should be occurring.

      Aidan_FireA 1 Reply Last reply Reply Quote 0
      • Aidan_FireA
        Aidan_Fire @Deeeds
        last edited by

        @Deeeds It would actually be cool if particles did interpolate. I’ve never made a game with super fast moving particle objects, but I can see how it would be useful. The best way I can think of to get around it is to make a custom particle that generates itself in a line or something, yeah that would not be easy to work out.

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        • D
          Deeeds @Aidan_Fire
          last edited by

          @Aidan-Oxley The way the particle emitter rotates with an object is also a problem. It shouldn't change the previously released particles with respect to its location when the emitter is rotating with the object. This is a different mode of particle movement known as "particle system movement" where the particles move relative to their emitter, not to the world space. So no, no way to make a trailing particle system and enjoy the benefits of rotation to overcome the lack of interpolation, unfortunately.

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