Model
A Model emitter makes particles out of a whole Model: several parts that travel, turn and change size as one. It is made by transforming a Model. Each particle is a duplicate of the Model, and one Scale graph sets its size over its life.
What it makes possible:
- A prop that grows out of nothing. A Scale graph from 0 to 1.
- A shockwave rig. A Model that holds Beam emitters and Part emitters, with a Scale graph from 1 to 6. The beams and the particles grow with it.
- Debris thrown up and pulled down. Speed
25, SpreadAngle40, 40, Acceleration0, -50, 0. - A Model that carries stock ParticleEmitters. Each one fires a burst when the Model is emitted.
At a glance
Section titled “At a glance”| Made from | A Model. No PrimaryPart is needed. |
| One particle is | One duplicate of the Model |
| Emit count starts at | 1 |
| Modes | Emit and Animate |
| Sections | Emission, Scale, Spawn, Motion, Link, Events, Advanced |
| Not present | Appearance, Decals, Flipbook and Mesh Frames. The Use shape rows and the Accel toward rows. |
The Emit count starts at 1. A new Model emitter makes one duplicate of the Model at the first press of the Emit button.
What an emitted Model is
Section titled “What an emitted Model is”Each emit makes one duplicate of the RenderTemplate. The template is a copy of the whole Model.
- The duplicate is moved to the place and rotation the Spawn rows give.
- It is given the first value of the Scale graph.
- Each stock ParticleEmitter inside it emits one burst. The size of the burst is its
EmitCountattribute, or 1 when it has none. - Each stock Trail inside it that has an
EmitDurationattribute is switched on for that many seconds.
Emitters inside the Model are not duplicated with it. Each fires as a nested emitter of the emitted Model. See Nesting.
A Model emitter needs no PrimaryPart. The emitted Model is placed by its pivot.
Transform
Section titled “Transform”Transform hides the parts of the Model and keeps a copy of the whole Model inside it, named RenderTemplate.
| After Transform | |
|---|---|
| The Model | Every part in it has a Transparency of 1. Every SpecialMesh, Decal and Texture in it is removed. Motor6Ds and other objects are left alone. |
The RenderTemplate | A copy of the whole Model. Stock ParticleEmitters and Trails in the copy are switched off. |
| The rows | Nothing is read from the Model. Every row starts at its own starting value. |
Transform sets these on every part of the RenderTemplate:
| Property | Set to |
|---|---|
| Anchored | On |
| CanCollide, CanQuery | Off |
| CastShadow | Off |
| Massless, Locked | On |
Transform adds four things under the Model: PartIcleProperties, RenderTemplate, EmitParent and Link.
The sections
Section titled “The sections”The sections are listed in the order the Properties panel shows them.
| Section | What it holds | Described in |
|---|---|---|
| Emission | How the emitter runs by itself: Mode, Loop, Enabled, Rate, Lifetime, Linger and Timescale. | Emission and the HUD |
| Scale | The size of the emitted Model over its life, and what that size reaches in nested emitters. | Scale, below |
| Spawn | Where each particle is made and how it is turned at that moment. There are no Use shape rows. | Spawn |
| Motion | How a particle travels and turns after it is made. There are no Accel toward rows. | Motion |
| Link | Makes particles appear at another object and travel with it. | Link |
| Events | Works as on any emitter. | Events |
| Advanced | Anim. Steps, Emit Into, Preload Texture and Pool. Preload Texture covers everything inside the Model. | Advanced |
Emission, Scale and Motion start open. The other sections start collapsed.
Every row of Spawn, Motion, Link and Advanced works as on a Part emitter.
| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Scale | Graph | 1 | Times the built size | The size of the emitted Model, over its life. |
| Scale Texture | Switch | On | Nested Beam emitters: the texture length grows with the Scale. | |
| Scale Motion | Switch | On | Nested Part and Attachment emitters: the Position offset and all movement grow with the Scale. | |
| Scale Rotation | Switch | Off | Nested emitters: the Rotation Speed values grow with the Scale. |
The Scale graph
Section titled “The Scale graph”Scale multiplies the size of the whole emitted Model, evenly in every direction. At 1 the Model is the size it was built at. At 2 it is twice that size.
Take a Scale graph from 1 to 3 and a Lifetime of 2 seconds. The Model is at its built size at the start. It is twice that size at 1 second and three times that size at the end.
One number typed into the box gives a level graph. Two numbers give each emitted Model one scale between them for its whole life. Scale 0.5, 1.5 makes every Model a different size.
- A Scale below 0 is changed to 0 when it is entered.
- A Scale below 0.001 is treated as 0.001. A graph that touches 0 shows the Model at one thousandth of its built size.
- The Scale graph is read once for each step of Advanced ▸ Anim. Steps.
- After the Model is scaled, each stock Beam inside it is given at least 20 Segments.
The three switches
Section titled “The three switches”The three switches act only on emitters nested in the Model: Part, Attachment, Beam and Model emitters inside it. With nothing nested, they do nothing.
| Switch | On | Off |
|---|---|---|
| Scale Texture | The texture length of a nested Beam emitter grows with the Scale. The beam shows the same number of repeats. | The texture length stays as set. The beam shows more repeats as it grows. |
| Scale Motion | The Position offset of nested Part and Attachment particles is multiplied by the Scale. So is all their movement: Speed, Acceleration, Accel toward, Displacement and Turbulence. | The offset and the movement are not scaled. |
| Scale Rotation | The Rotation Speed values of nested particles are multiplied by the Scale. | Rotation Speed is not scaled. |
The Scale used is the Scale of the Model at that moment.
Take a nested Part emitter with a Speed of 10 studs per second, and Scale Motion on. While the Model’s Scale is 2, its particles travel at 20 studs per second.
With Scale Rotation on, a Rotation Speed of 90 acts as 180 while the Model’s Scale is 2.
What is always scaled
Section titled “What is always scaled”These are multiplied by the Model’s Scale whatever the switches say.
| Nested in the Model | Always multiplied by the Scale |
|---|---|
| A Part emitter | Size |
| A Beam emitter | Width0, Width1, CurveSize0, CurveSize1 and Segments |
| A Model emitter | Its own Scale |
Scales multiply down the chain. A Model emitter at Scale 1.5, nested in a Model at Scale 2, is drawn at 3 times its built size.
The movement and the Position offset of a nested Model emitter are never scaled, whatever Scale Motion says.
A nested Attachment emitter has no Size to scale. The Scale reaches its motion and its rotation only.
Limits
Section titled “Limits”- Scale is one number for all three axes. A Model emitter cannot be stretched along one axis.
- There are no Color, Transparency, Brightness or Size rows.
- There is no Flipbook section and no Mesh Frames section.
- Each emitted Model counts as one particle toward the Particle Cap.