MAKING 3D ITEMS - 3D MAYA
Other
Effect Item
16min
❗️ caution the particle system can make items interesting, but excessive use may hurt the aesthetics and affect the app system negatively step 1 preparations after modeling, mapping, and rigging processes are complete, choose the area to have particle effects applied in order to have the effects follow the movement of specific areas, add an fx joint (where the effects will spawn from) on top of the existing joints 751 select all masks, joints, and created objects, then select export selection convert the fbx file into a prefab using the convert to zepeto style menu 884 in the prefab settings screen, select the fx joint and right click > effects > particle system 1098 ❗️ caution if you add a particle system to an existing joint instead of the newly added joint, the effect may not follow character movements step 2 checking the particle system option guidelines ❗️ before making the effect, please follow the particle system option guidelines! a guide to one individual particle system component restricted if there are more than 5 particle system components in one prepfab particle system option any option is only available within the minimum and maximum values 361 start delay max limit of 1 (including all meta options/ 0 1) start lifetime max limit of 3 (including all meta options/ 0 3) start speed max limit of 1 (including all meta options/ 1 1) start size max limit of 1 (including all meta options/ 0 1) 3d start size max limit of xyz 1 (including all meta options/ 0 1) gravity modifier max limit of 1 (including all meta options/ 1 1) max particles max limit of 1000 emission rate over time / bursts max limit of 10 (including all meta options/ 0 10) rate over distance max limit of 10 (all meta options included/ 0 10) shape radius max limit of 1 (including all shape options / 0 1) 361 447 scale max limit of 1( 1 1) velocity over lifetime / force over lifetime linear / orbital / offset value max limit of 1(all meta options included / 1 1) 447 size over lifetime max limit of 1 (including separate axes (xyz), all meta options included / 0 1) 447 collision tab not available renderer renderer mode if mesh is used emission's rate over time/bursts max limit of 5 stretched billboard 447 camera scale / speed scale / length scale 2 2 if there are unused particle systems, make sure to deactivate them or uncheck them from renderer they can appear unintentionally in other tasks change the scaling mode to hierarchy this allows the effects to follow the corresponding pivot well 491 raise the max particle size in the renderer tab of the particle system to 10 this can prevent the particle size value from being set excessively high 474 step 3 applying particles put the texture you wish to use as particles inside the same folder as your item and change the texture type options as below texture type sprite (2d and ui) mesh type full rect 647 select texture sheet animation from the particle system options change the mode to sprites and put the corresponding texture in the empty slot that appears below 477 once you are done creating the effect, you must apply it to the prefab effects that are not applied to the prefab are displayed on the list as white 317 in the inspector window of the prefab you wish to apply the effects to, go to the overrides tab and click apply all on the bottom if the effect in the list changes to the same color as the prefab, the particle has been correctly applied 486 play the unity scene, and make sure the prefab is displaying properly 559 step 4 finishing after completing the character preview, right click the prefab file and click zepeto studio > export as zepeto the file with zepeto extension will be created, which would be the final step before it is uploaded to zepeto studio 674