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#1
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Hello colleagues! Could you please tell me if there is a way to change the angle (not the position) of effects automatically, rather than manually through the binary file? Perhaps using Maya? If it's just one effect like Glow, such as the druids’ upgrade on their hands, then it's convenient to move this particle even in the editor and then import the data into the particle instance. But if we take, for example, the weapon glow from the alternate bestiary upgrade, then there are already 5 units of Glow05, and they are arranged sequentially by coordinates. I took the aforementioned Glow from the Megara as a basis, but I don't see any way to rotate it in the editor (only shifting it entirely along the axes). That means I have to go into the UID of the particle and manually change each X Y Z parameter, which is specified there in float 32 little-endian format. But this is a very tedious process, especially when another creature's coordinate system does not correspond to Global and is shifted. I have to save and reload the binary file, look again, etc. Please suggest a solution; I would be very grateful! P.S. If anyone knows how to create a Particle with complex geometry from scratch (for example, "lay hands" for paladins: a glow around the hand during the use of a special ability, more than 2k instances of glow. It couldn't have been written manually), I would be extremely grateful for any information! P.P.S. I don’t know how to upload images on the site; that would make things clearer
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#2
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It’s complicated; I usually replace effects if I need to change something and there isn't an obvious solution.

For example, what is “Lay on Hands” for me? It’s a flash on the palm, swirling particles, and possibly a general glow before the flash.

You can take the flash from the Thunderstorm spell or try taking the end of a portal into the city – this is a glow ending in a flash.

A vortex of particles is simply a teleport or whirlpool.

Everything can be attached to the elbow and hand bones, and you can create a new effect.

To orient yourself with the axes, take an XYZ axis model and attach it to a bone /topic/15244/.

To rotate an effect, you usually just need to know that a 90-degree rotation is 0.707 along the rotation axis and 0.707 in W. To perform a complex rotation across multiple axes, you will have to "simulate" the rotation in Blender. There, you can select the "Quaternion" rotation mode, and instead of XYZ angles, there will be wxyz values corresponding to the angle from the particle instance.

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#3
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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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#4
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Nargaron
Please tell me, how can I transfer the x y z coordinate values from the particle binary into Blender? They'll then have to be manually transferred back into the binary, right? Or am I overcomplicating this? Thanks for the answers!
nah, I don't touch binaries at all. If I really need to make something glow, I'd rather redraw the texture or edit the model so that the texture on the object doesn't react to shadows, etc.

Blender is needed for picking the <Rotation> parameter in the map editor

Nargaron
What if it weren't a dagger but a blade on an elven dancer? Where either a larger number of glows is required, or an increase in their size (but then it looks uneven). Or if the object's body isn't straight?

I don't go that deep. What I can say from my own experience is that the dagger effect is curved — I've only used it once, stretching it onto a sword, changing the W parameter to deform the effect — squeezing the distance between particles. But that's all done by trial and error; I roughly understand from experience what to input and how it'll turn out in the end. Still, I usually avoid glowing blades. I think the first glowing sword I made was for the cultist with the armor-piercing ability — there the blade simply doesn't react to light

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