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On this page
  • Overview
  • Types of VFX
  • ParticleEmitter
  • Properties
  • Script Feature
  • Beam
  • Properties
  • Script Feature
  • Trail
  • Properties
  • Script Feature
  • Properties Supported by the Curve Editor
  1. MANUAL
  2. Studio Manual
  3. Object

VFX

PreviousToolNextSound

Last updated 2 months ago

Overview

VFX objects enhance a game’s visual elements, adding immersion and excitement. They can be applied to parts, characters, and environments, enriching gameplay experiences.

Types of VFX

VFX
Description
Examples

ParticleEmitter

Generates particles

Fire, smoke, explosions, magic, water droplets, etc.

Beam

Connects two points

Lasers, electricity, energy beams, etc.

Trail

Trail (trajectory) effect

Speed boosts, magic trails, bullet traces, etc.

ParticleEmitter

Properties

Property
Description

Acceleration

Direction and magnitude of acceleration

Brightness

Particle brightness

Color

Particle color

Light Emission

Determines how much light the particle emits

Orientation

Defines particle rotation direction

  • Facing Camera : Aligns the particle to always face the player's camera (the direction the player is looking)

  • Facing Camera World Up : Faces the camera but the particles maintain an upward orientation based on world Y-axis

  • Velocity Parallel : Particles align parallel to the velocity vector.

  • Velocity Perpendicular : Particles align perpendicular to the velocity vector.

Size

Particle size

Texture

Texture Id for the particle (ovdrassetid://number format)

Transparency

Adjusts particle transparency

Drag

Air resistance effect

Enabled

Toggles particle activation

Emission Direction

Determines the direction of particle emission

  • Top : Emits upwards

  • Right : Emits to the right

  • Back : Emits backward

  • Left : Emits to the left

  • Bottom : Emits downward

  • Front: Emits forward

Life Time

Duration before a generated particle disappears

Rate

Number of particles generated per second

Rot Speed

Rotation speed

Rotation

Initial rotation angle

Speed

Initial velocity

Spread Angle

Angle range for particle emission

Squash

Compression effect applied to particles

Flipbook Layout

Defines the animation texture sheet layout (rows and columns)

  • None : No flipbook animation

  • Grid 2x2 : Divides the texture into a 2×2 grid

  • Grid 4x4 : Divides the texture into a 4×4 grid

  • Grid 8x8 : Divides the texture into an 8×8 grid

Flipbook Framerate

Frame rate of the animated texture

Flipbook Mode

Animation playback mode

  • Loop : Repeats animation from start to finish

  • One Shot : Plays animation once

  • Ping Pong : Plays forward, then reverses back

  • Random : Plays frames in random order

Flipbook Start Random

Starts animation from a random frame

Shape

Defines the initial particle emission shape

  • Box : Particles spawn within a box-shaped area

  • Sphere: Particles spawn within a spherical area

  • Cylinder : Particles spawn within a cylindrical area

  • Disc : Particles spawn within a disc-shaped area

Shape in Out

Sets the movement pattern of particles during emission and dissipation

  • Outward : Particles are emitted outward from the shape area

  • One : Particles are emitted inward toward the shape area

Shape Style

Sets the style of particle emission

  • Volume : Particles are emitted from random positions within the shape's volume

  • Surface : Particles are emitted only from the surface of the shape

Script Feature

Beam

An object that connects between two Attachments. They are automatically connected when you specify a start and end point, and are used to create effects like lasers, electricity, and energy beams.

Properties

Property
Description

Color

Beam color

Enabled

Activation status

Color Texture

Beam color texture

Color Texture Length

Color texture repetition length

Color Texture Speed

Color texture movement speed

Alpha Texture

Beam transparency texture

Alpha Texture Length

Transparency texture length

Alpha Texture Speed

Transparency texture movement speed

Transparency

Transparency

Attachment 0

Beam starting point

Attachment 1

Beam ending point

Start Curve

Curvature of the beam's start section from Attachment 0 to Attachment 1

End Curve

Curvature of the beam's end section from Attachment 0 to Attachment 1

Width 0

Beam starting width

Width 1

Beam ending width

Facing Vector

Direction vector the beam is facing

Script Feature

Trail

An object that creates a trail (trajectory) effect left behind by a moving object. Used to create effects such as sword effects, speed boosts, magic trajectories, and bullet trails.

Properties

Property
Description

Color

Trail color

Color Texture

Trail color texture

Color Texture Length

Color texture repetition length

Color Texture Speed

Color texture movement speed

Alpha Texture

Trail transparency texture

Alpha Texture Length

Transparency texture length

Alpha Texture Speed

Transparency texture movement speed

Transparency

Transparency

Enabled

Activation status

Lifetime

The amount of time that a trail is kept after it is created (in seconds)

Width

Default width

Width Scale

Defines how width changes over time

Offset

Repositions the Trail in the X, Y, and Z directions

Script Feature

Properties Supported by the Curve Editor

Properties that can be edited with the Curve Editor are marked with a … button next to them. Clicking this button opens the Curve Editor, where you can intuitively plot the change in value of that property in graphical form.

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ParticleEmitter
Beam
Trail