Hello!
I’m a beginner and I would like a character to have smoke coming out of his helmet. To simulate it, I want a plane with a texture to follow the camera at all times so that it is always in front of it (what is apparently called “material face camera”), something I have achieved. The real problem is that, in the tests I’ve done, when I animate the helmet in a cinematic the effect is lost.
I leave the code here but clearly it’s not the problem because the effect works fine. I could use the “objectOrientation” node connected to “normalizedRotationAxis” but it doesn’t work for me for some reason and it seems that the problem still persists in the kinematics.
I see it’s using your UV coords to find the pivot point - is that set correctly? seeing as it’s working in the editor I’m guessing so - but what happens if you just replace that code (going into the pivot point of the rotateaboutaxis) with just an objectpivotpoint?
Another way could be to use sockets - add sockets to your mesh in the StaticMesh editor and move them to the positions you want the smoke, then you can get the sockets world location.
Weird, I’ve added a sockets with a plane with the same smoke texture in movement, but it doesn’t appear if it’s not inside the bones window of the character. Also, how do I do the “sockets world location”?