PBD particles on a skeletal mesh

Hi Sarah,

First off, thank you so much for your response! I switched the character and increased the LOD, which significantly improved the particle distribution.

Regarding the glitchy jumping movement I figured out it might stems from using the PBD particle system from the advance niagara examples (which also explains the “previous particle position” use), while tying it to a skeletal mesh.

For this project, my goal is to create an effect similar to the Popcorn Man from the Advanced Niagara Demo (shown in this video https://www.youtube.com/watch?v=31GXFW-MgQk), around 00:01:30 , though I don’t need the construction or destruction)—where particles are attracted to a skeletal mesh while still behaving as colliding GPU particles. Jonathan Lindquist mentions that the effect was achieved using PBD particles spawned inside baked distance fields for each part of the character’s body (00:40:00 on the video).

I understand the general approach but haven’t been able to find the specific example he used or a tutorial outlining the steps to achieve this effect. Would you be able to point me in the right direction? Any references or breakdowns would be incredibly helpful!

Thanks again for your help!