Link
A link makes an emitter’s particles appear at another object and travel with it. The emitter itself does not move. Part, Attachment and Model emitters have a Link section. Exercise 7 builds a link step by step.
What it makes possible:
- Sparks that stay on a swinging blade. Link to an Attachment at the tip, with Link Mode
Weld. - A ring of dust that follows a character and never leaves the floor. Link Mode
Follow, with Link Axes Pos Y off. - A muzzle flash that takes the barrel’s aim at the moment it fires. Link Mode
Pivot. - Markers that circle a spinning object and stay upright. Link Mode
WeldWithoutRotation. - Motes fixed in front of the camera. Link
Camera, with Link ModeWeld.
The rows
Section titled “The rows”The section starts collapsed. Expand it to see the rows.
| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Link Dir. | Instance, picked with * | None | The object the particles follow. | |
| Link | List | None | Where the link points: nowhere, at the camera, or at the object in Link Dir. | |
| Link Mode | List | Follow | How much of the object’s movement the particles take up. | |
| Link Axes | Six buttons | All on | Which parts of the object’s position and rotation reach the particles. |
Link Dir. and Link
Section titled “Link Dir. and Link”| Link | The particles follow |
|---|---|
None | Nothing. There is no link. |
Camera | The current camera. Nothing needs to be picked. |
Object | The object named in Link Dir. |
The Link Dir. row shows the object as a path, such as Workspace.Folder.Blade, or reads none. The path cannot be typed. The object is picked with the * button in the row’s label.
| To | Do this |
|---|---|
| Pick the object | Press *. A box opens and Studio’s selection is cleared. Click the object in the Explorer or the viewport. Press Set. |
| Remove the link | Press *, then press Clear. |
| Leave the link as it is | Press Cancel in the box. |
- Set also sets the Link row to
Object. Clear sets it toNone. - When the box closes, the selection you had is put back.
- An instance of the wrong kind keeps the box open. The box says why in red.
- Set with nothing clicked shows
No instance selected - click one in Studio first. - While the box is open, the Properties panel does not follow the selection.
The object is kept in an ObjectValue named Link inside the emitter. See EmitParent, Link, AccelTarget, ShapePart.
What can be linked to
Section titled “What can be linked to”| Object | The particles take |
|---|---|
| A Part or a MeshPart | Its position and rotation |
| An Attachment | Its position and rotation in the world |
| A Bone | Its animated pose, not its rest pose |
| A Model | Its pivot |
| The camera | Its position and rotation |
What a link changes
Section titled “What a link changes”A link acts twice: once when a particle is made, and then on every frame of its life.
When a particle is made:
- It is made at the linked object’s position, not at the emitter.
- In
Follow, it starts with the emitter’s own rotation. - In every other mode, it starts with the object’s rotation and the emitter’s rotation added together.
On every frame afterwards, the particle is carried by the object as far as the Link Mode allows. This is done every frame, whatever Anim. Steps is set to.
An emitter linked to itself uses its own position and rotation.
Link Mode
Section titled “Link Mode”| Link Mode | Takes the object’s rotation when made | Follows the object’s position | Turns with the object | The particle’s path |
|---|---|---|---|---|
Follow | No | Yes | No | Stays fixed in the world |
Pivot | Yes | Yes | No | Stays fixed in the world |
Weld | Yes | Yes. The particle swings round the object as the object turns. | Yes | Turns with the object |
WeldWithoutRotation | Yes | Yes. The particle swings round the object as the object turns. | No. The particle keeps its own rotation. | Turns with the object |
RigidLocal | Yes | No. The object’s place is read once, when the particle is made. | No | Stays as it was when the particle was made |
Follow is the starting value.
The differences, pair by pair:
FollowandPivotare the same once the particle is made.Pivotalso launches and turns the particle by the object’s rotation at that moment.WeldandWeldWithoutRotationboth circle a spinning object.Weldalso spins the particle.WeldWithoutRotationkeeps it upright.RigidLocaldiffers from no link in one way. The particle is made at the object, with the object’s rotation. It is then left behind in the world.
Link Axes
Section titled “Link Axes”Link Axes has six buttons: Pos X, Y, Z and Rot X, Y, Z. All six start on. Each one decides whether that axis is taken from the linked object.
An axis switched off keeps the emitter’s own value, from the moment the particle is made.
| Buttons | Axis |
|---|---|
| Pos X, Y, Z | The X, Y and Z of the object’s position in the world |
| Rot X | Tilting forward and back |
| Rot Y | Turning left and right |
| Rot Z | Rolling |
| Setting | Result |
|---|---|
| Pos Y off | Particles follow the object sideways and stay at the emitter’s height. |
Link Mode Weld, Rot X and Z off | Particles turn left and right with the object. They do not tip or roll with it. |
In Follow and Pivot, the Rot buttons have no effect on a particle in flight. Those modes never pass on rotation after the particle is made. In Pivot the Rot buttons still decide which rotation the particle starts with.
For an emitter nested in another emitter, an axis switched off works differently. It keeps the value the link had when the particle was made.
When the linked object is removed
Section titled “When the linked object is removed”If the linked object is removed while particles are in flight, they keep the last place it had. They carry on from there.
Limits
Section titled “Limits”- Only Part, Attachment and Model emitters have Link rows.
- A link does not move the emitter. It changes where particles are made and what they follow.
- On an Attachment emitter there are four distinct modes, because
WeldWithoutRotationacts asWeld.