I managed to find a way to move the particles with the skeleton. With a little trial and error, I found that "hip" counts as a node, and it's pretty much in the middle of the model. The only problem was that the crystal particles are centered to grow upwards from a floor placement, so I copied the script for the crystal particles and made a new one with the same settings, but with boxMin and boxMax set to grow both up and down:
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defineParticleSystem{
name = "cold_glow",
emitters = {
-- fog
{
emissionRate = 10,
emissionTime = 0,
maxParticles = 1000,
boxMin = {-0.5, -1.25,-0.5},
boxMax = { 0.5, 1.25, 0.5},
sprayAngle = {0,360},
velocity = {0.1,0.2},
objectSpace = true,
texture = "assets/textures/particles/fog.tga",
lifetime = {3,3},
color0 = {0.152941, 0.352941, 0.803922},
opacity = 1,
fadeIn = 2.2,
fadeOut = 2.2,
size = {1.5, 1.5},
gravity = {0,0,0},
airResistance = 0.1,
rotationSpeed = 0.3,
blendMode = "Additive",
},
-- stars
{
emissionRate = 200,
emissionTime = 0,
maxParticles = 1000,
boxMin = {-0.6, -1,-0.6},
boxMax = { 0.6, 1, 0.6},
sprayAngle = {0,360},
velocity = {0.2,0.2},
objectSpace = true,
texture = "assets/textures/particles/teleporter.tga",
lifetime = {1,1},
color0 = {3.0,3.0,3.0},
opacity = 1,
fadeIn = 0.1,
fadeOut = 0.1,
size = {0.05, 0.13},
gravity = {0,0,0},
airResistance = 0.1,
rotationSpeed = 2,
blendMode = "Additive",
}
}
}
Then I just added the following to the skeleton's script:
particleSystem = "cold_glow",
particleSystemNode = "hip",
It works fine for me, so I hope this helps.
