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Exercise 9: A rocket that bursts at the top

Purpose. To make one effect fire from another: a rocket that climbs, and a burst of sparks where it ends.

Until now each emitter has worked alone. A firework is two effects, and the second happens wherever the first one has got to. No link can do that, because the rocket is not an object in the workspace. It is a particle. To fire an emitter from a particle, the emitter is put inside the particle’s template. This is nesting.

  • The workspace holds one new Part with Shape Ball, Size 1, 1, 1 and Material Neon. Name it Rocket.
  • The sparks emitter from Exercise 7 is in the workspace, with its link removed. To remove it, select the sparks emitter, then in the Properties panel:
    • Link ▸ Link Dir. ▸ *, then Clear.
    • Link ▸ Link Mode, set to Follow.
    • Link ▸ Link Axes ▸ Pos Y, switched on again.

Steps 1 to 4 repeat earlier exercises.

StepControlActionResult
1RocketSelect, then press TransformThe HUD and the Properties panel open.
2Properties ▸ Motion ▸ SpeedEnter 30No change yet.
3Properties ▸ Emission ▸ LifetimeEnter 1.2No change yet.
4HUD ▸ Emit buttonPressOne ball climbs 36 studs and vanishes. The Emit box already reads 1.
5ExplorerExpand RocketIts children show, among them RenderTemplate.
6ExplorerDrag the sparks emitter onto RenderTemplateThe sparks emitter is now inside the RenderTemplate of Rocket.
7The sparks emitter, inside RenderTemplateSelectThe HUD and the Properties panel show the sparks emitter.
8HUD ▸ Emit, Delay, Duration boxesEnter 30, 1.1 and 0No change yet.
9RocketSelect, then press Emit on the HUDThe ball climbs. After 1.1 seconds, thirty sparks burst from the ball, wherever it then is. The ball vanishes a moment later. The sparks spread and fall.

The RenderTemplate is what every particle is duplicated from. It is also the place to keep whatever each particle should carry. An emitter kept there is fired once for every particle the parent makes.

A nested emitter is fired by the same three numbers as any other, read from its own HUD boxes:

Box, on the nested emitterMeaning when nested
EmitParticles made for each parent particle.
DelaySeconds to wait after the parent particle is made.
DurationSeconds of stream after the burst, at the nested emitter’s Rate. The stream ends early if the parent particle ends first.

With Emit 0 and Duration 0 a nested emitter never fires. Its Enabled switch plays no part in nesting.

The sparks appear at the parent particle, and until the parent vanishes they are carried along with it. How closely they follow is set by the nested emitter’s own Link Mode, with the same five choices as in Exercise 7. No link needs to be picked: the parent particle is the thing followed. When the parent vanishes, sparks already in flight live out their own Lifetime from where they are.

The nested emitter is still an ordinary emitter. Select it inside the RenderTemplate to change it, exactly as before. A change shows on the next parent particle.

SymptomCauseAction
The ball climbs and nothing burstsThe nested Emit box reads 0, or its Delay is not below the rocket’s Lifetime.Repeat step 8.
The ball climbs and nothing burstsThe sparks emitter is beside RenderTemplate, not inside it.In the Explorer, drag it onto RenderTemplate.
The sparks burst at the launch point, at onceThe nested Delay is 0.Enter 1.1 in the nested emitter’s Delay box.
The sparks do not rise with the ballPos Y is still switched off from Exercise 7.Switch Pos Y on again under Link ▸ Link Axes.
Sparks fly while nothing is being firedThe nested emitter’s Enabled is on.Select it and switch Enabled off.
ChangeResult
Nested Motion ▸ SpreadAngle 180The burst opens in every direction, as a firework does.
Nested Delay 0, Emit 0, Duration 1.2, Emission ▸ Rate 40, Link ▸ Link Mode RigidLocalA stream of sparks is left behind along the whole climb, like the tail of a rocket.
HUD ▸ Emit 5 on Rocket, with Motion ▸ SpreadAngle 20Five rockets fan out, and each bursts where it ends.
A second emitter inside the same RenderTemplateBoth fire from each rocket. Give each its own Delay.
An emitter inside the RenderTemplate of the nested sparksEach spark fires it in turn. Nesting can go as deep as the Particle Cap allows.
New in this exerciseAn emitter placed inside a RenderTemplate. Emit, Delay and Duration on a nested emitter.
Done beforeTransform (six times). Speed (Exercises 1, 4 and 5). Lifetime (Exercises 2 and 6). The Emit, Delay and Duration boxes (Exercise 3). Link Mode (Exercise 7).
Carried forwardNothing. Exercise 10 uses the emitters kept from Exercises 4, 5 and 6.