Thanks for watching! I've been absent for the last six months since my work picked up a lot. But that's been put on hold for now, so you'll hopefully see some more activity from me!
This is the most comprehensive AnimTrail tutorial I have seen on the internet by far (and very quickly straight to the point). Thanks for sharing; I even saved your video for reference.
I wasn't even considering using this effect on my project but you always make it look so easy and nice, if you keep making these little gems don't worry if it takes too much
important deet, put the custom module script AFTER the initialize particle module (but still inside the Spawn Particle section of the emitter)! That threw me off and will cause the ribbon particle positions to not go where the script told them to.
hello. As I was following the video, I had a question, so I would like to ask a question. I am curious about the difference in functionality between the AnimTrail shown in the video and the TimedNiagaraEffect in NotifyState addition.
Awesome video! Excactly what I needed. Haha yes you are right, good animations are required too. My ugly punch animation ruined the whole trail, but a different clean animation makes it look perfect.
This does not allow more than one of these to exist in the game at the same time; if two trails are playing simultaneously then the first one triggered is the only one that displays, as StartSocket and EndSocket are basically global variables. I can't think of a workaround and might just revert to Cascade for this one.
Who can i go about attach this to a skeletal mesh, to make it look similar to a speed trail for a character with superspeed? Would it just be as simple as using a skeletal mesh location?
Hi. I have a question. Is it possible to just throw a clothed and human body, boneless and non-animated character into an unreal engine and integrate the bones and movements of a third person character into it? Can you suggest a source that explains this?
SO. I figured something out thanks to you. Right after spawning the effects, instead of just setting the parameters from sockets from my skeletal mesh, I use the Mesh Comp to cast to my Character BP, then pull the Static Mesh reference of my weapon, and use those sockets for the Niagara parameters. Then you can change the size of the trail based on the static mesh being used automatically like with Cascade. If you try to get the static mesh before spawning the Niagara System it'll explode. ruclips.net/video/YAyaRf54BjI/видео.html
Thanks for watching! I've been absent for the last six months since my work picked up a lot. But that's been put on hold for now, so you'll hopefully see some more activity from me!
yay :]
Nice! I was just thinking about this the other day... I need those *goooooood* animtrails 🤣 Can't wait to try this out!
Wasted most of my morning trying to find ANYTHING that would recreate this effect in Niagara. Then I found this. You're a lifesaver dude
This is the most comprehensive AnimTrail tutorial I have seen on the internet by far (and very quickly straight to the point). Thanks for sharing; I even saved your video for reference.
I just found your channel and am in the process of binge watching every video. Absolutely love these videos!
I wasn't even considering using this effect on my project but you always make it look so easy and nice, if you keep making these little gems don't worry if it takes too much
Awesome work! I'll be using this from now on.
Great tutorial! Both clear and easy to follow
i enjoyed everything i understood & also the things i didn't. well done.
hey i followed the video completely and nothing shows up in the animation not a trace of the sword trace please help would be so appriciated
Another great video Ryan!!
Omg ur back
Thank you for the mention. Very nice tutorial. :)
important deet, put the custom module script AFTER the initialize particle module (but still inside the Spawn Particle section of the emitter)!
That threw me off and will cause the ribbon particle positions to not go where the script told them to.
hey i followed the video completely and nothing shows up in the animation not a trace of the sword trace please help would be so appriciated
amazing sir amazing
hello.
As I was following the video, I had a question, so I would like to ask a question.
I am curious about the difference in functionality between the AnimTrail shown in the video and the TimedNiagaraEffect in NotifyState addition.
Awesome video! Excactly what I needed.
Haha yes you are right, good animations are required too. My ugly punch animation ruined the whole trail, but a different clean animation makes it look perfect.
ur legendary
HELP: Using UE5.2
Can't see the variables in notify state details panel even after making them instance editable.
Can you show us how to make floppy bunny ears for the character? So they wobble with the animatons.
holy FUCK I LOVE YOU
thank you so much) great tutorial)
Dang. I set up a system with cascade on my project already but I use Niagara with basically everything but the weapon trails.
Haha yeah that's why I made this tutorial - I've been doing the same thing for a while lol
This does not allow more than one of these to exist in the game at the same time; if two trails are playing simultaneously then the first one triggered is the only one that displays, as StartSocket and EndSocket are basically global variables. I can't think of a workaround and might just revert to Cascade for this one.
Nice
Who can i go about attach this to a skeletal mesh, to make it look similar to a speed trail for a character with superspeed? Would it just be as simple as using a skeletal mesh location?
Hi. I have a question. Is it possible to just throw a clothed and human body, boneless and non-animated character into an unreal engine and integrate the bones and movements of a third person character into it? Can you suggest a source that explains this?
It's not working 5.3 :( thx for the video tho
I'm getting the 'is not valid' response from the Timed Niagara Effect Blueprint using UE5.1 Any thoughts on troubleshooting or solutions to this?
me too same thing happened
Me too. Have you found the solution ?
hey i followed the video completely and nothing shows up in the animation not a trace of the sword trace please help would be so appriciated
i think "ignoring" that one node fixes the issue. Its like "ignore this, are you sure". Sorry, I dont have it open atm
@@NinjaParkourGame Sorry could u explain?
first
SO. I figured something out thanks to you. Right after spawning the effects, instead of just setting the parameters from sockets from my skeletal mesh, I use the Mesh Comp to cast to my Character BP, then pull the Static Mesh reference of my weapon, and use those sockets for the Niagara parameters. Then you can change the size of the trail based on the static mesh being used automatically like with Cascade.
If you try to get the static mesh before spawning the Niagara System it'll explode.
ruclips.net/video/YAyaRf54BjI/видео.html
lol I was an idiot and linked to your own video
ruclips.net/video/HdtTZ4sJ_s8/видео.html
nice