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Glow particle with many inclusions

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Yes, I also try to find existing analogs when creating "new" effects; this saves a lot of time and effort. Thank you very much for the model of the axes; it will be very useful. Sometimes in Granny Viewer, there is such a mess of finger bones and other things that it is difficult to see where the axes are actually pointing. The question here is slightly different. It is necessary to rotate not the object (let's say, a creature), but only the effect itself, which will be attached to its bone. Let me give a specific example: I already mentioned Meeger and the glow of their weapons. I took it as a basis so that later I could use it to create the glow of the Assassin's dagger. But the point is that the blades of Meeger are almost without inclination; they are stretched almost horizontally, and along them, those same 5 units of Glow are arranged evenly. If you look at the Assassin's dagger (the Blade bone in Granny), then there is an incline of almost 45°. The most time-consuming part is finding the coordinates of the starting and ending points of the glow. Once they are known, everything else is done quickly. I took average values ​​so that the distance between the glows is maintained uniformly. In general, the result suits me; it turned out exactly as I intended, but let's say if this were not a dagger, but a blade for the elven dancers? Where either more glows are required or their size needs to be increased (but then it looks uneven). Or if the body of the object is not straight? It takes quite a lot of time to manually create a binary file if, for example, 10-15 Glow units are needed instead of 5. And on top of that: even if everything is set up perfectly, and then it turns out that the particle size is wrong, changing it will mess up all the arrangement. I don't see the angle value in Particle instance. If a dynamic effect is required (a vortex, spiral, etc.), then rotation will rotate it along the specified axes, but if we are talking about a static effect from the same series as the glow of blades? It is, roughly speaking, attached to a specific bone and moves with it. Here, its rotation is not important, but rather the inclination; that’s the whole point. Please tell me how to transfer the x, y, z coordinate values ​​from the particle binary to Blender? They will then need to be transferred back into the binary manually, right? Or am I overcomplicating things? Thank you for your answers!

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