Using spline meshes and material effects to generate a thick trail of smoke. I'm not exactly happy with the result, but the weekend is over so it'll have to wait until next time!
Jan 30 2018 at 11:01am
How are you doing this? Are you building an array of player positions over time and drawing splines between them? I tried something similar for liquid, but I'm not satisfied with my solution yet...
Jan 31 2018 at 04:26am
@bruno That's exactly it. An array of player positions, and the spline meshes move along it. I'm not really satisfied with the results I'm getting either!
Jan 31 2018 at 10:43am
One thing that I'm not sure if you've tried (hard to see from the gifs) is that I'm updating this array of N positions every few seconds using a timer. I get the interval between position updates and use that to interpolate between each array entry and its previous, on tick. I use those interpolated positions to draw my lines. If you have enough points it looks quite smooth, but if you don't, the lines dance around a bit during the interpolation. I haven't yet tried the spline meshes, but I did try using a posable skeletal mesh with the N amount of bones and it looks okay-ish!
Feb 01 2018 at 04:00am
@bruno Thanks for the tip! I think I got halfway there with the array of positions updating with a timer, but I didn't think to interpolate them so the jump between positions was too snappy. Now I think of it, the posable skeletal mesh might be a better solution. That way the whole trail can have one material and I wouldn't have to worry about making sure the spline meshes all line up.
Feb 05 2018 at 06:17pm
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