This is my favorite method now of creating looping particles. Every single other tutorial is good for simple falling particles but no dust or floating particle tutorial was able to achieve what you did. Finally have the looping particles I wanted T_T thank you
In case anyone else has this problem: If the particles keep distributing on the faces even when you switch to volume, go into edit mode on the container, alt+n > flip. Seems to sometimes be needed if you scale the icosphere.
Amazing video man, I really needed this tutorial, thanks!! I was just wondering how is it, that the final particles you add, are making a seamless loop. And how to edit the animation graph so that the movement is linear/constant and not bezier
The particles are looping because they aren't emitted as regular particles. Instead they are "hair" with attached geometry. The hair is attached to the surface (or in this case the volume) of the large icosphere. All that's needed for looping now is a deformation of the large icosphere that loops. This is achieved by the looping follow path animation which drives the icosphere displacement. Hope this helps.
How would you go about exporting the looped animation to put on artstation as a viewable 3D model? I have a looped animation that is looped using two particle systems that are offset from one another using start and end framing and wanted to know if it was possible to keyframe the particle system for exporting
Hi, sorry, I have no experience with artstation and how the animation preview works... But yes, you can keyframe the particle simulation. on the empty objects, inside the follow path modifier, you can control the keyframes - and of course in the timeline.
any advice on how you would go about exporting a displacement animation such as this as its own asset (fbx, glb to be imported into unreal or 8th wall ar for example)??