The particle system can make items interesting, but excessive use may hurt the aesthetics and negatively affect app performance.
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, we’ll add a bone that will be used as a reference point for the particle effects to spawn from. Add a bone for FX and parent it to the part of the skeleton the particle effect will follow.
Select all masks, bones, and created objects, then Export to FBX with the Selected Objects option. See the Export Guide for more details.
Convert the fbx file into a prefab using the Convert to ZEPETO Style menu.
In the prefab settings screen, select the fx bone and right-click (add) > Effects > Particle System.
If you add a particle system to an existing bone instead of the newly added bone, the effect may not follow character movements.
- This is a guide to a particle system component.
- Restricted if there are more than 5 Particle system Components in one prefab.
Before making the effect, please follow the Particle System option guidelines!
- Any option is only available within the minimum and maximum values.
- Start Delay: Max Limit of 1 (including all meta options/minimum 0~maximum 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
- 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)
- Radius Max Limit of 1 (including all Shape options / Radius minimum 0~maximum 1)
- Scale Max Limit of 1 (-1~1)
- Linear / Orbital / Offset Value Max Limit of 1(All meta options included / -1~1)
- Max Limit of 1 (including Separate Axes (XYZ), all meta options included / 0~1)
- If Mesh is used
- Emission's Rate over Time/Bursts Max Limit of 5
- Stretched Billboard
- Camera Scale / Speed Scale / Length Scale Minimum -2 ~ Maximum 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.
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.
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
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.
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.
Effects that are not applied to the prefab are displayed on the list as white. If the effect in the list changes to the same color as the prefab, the particle has been correctly applied.
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.
Updated about 2 months ago