Hello everyone! In this video I will show how to make claw attack effect.
For this effect, you will need to make only one model.
The UV scan of this model looks like this.
Now I will show how to do it.
Just create a new mesh > cylinder Set the same settings as mine.
You must have this tick active.
Then set smooth shading After that, reduce the size along the Z axis.
Use S + Z buttons Use Ctrl+R to make one line in the middle and increase the size Then make transparent edits and remove extra vertices.
A claw slash will be done using this mesh.
Use Ctrl + A and Apply color and size All these steps are needed to export to Unity.
Rotate model 90 degrees.
Use R+Z+(-90) buttons Then save as fbx Be sure to set the “Fbx all” setting so that the size in Unity is 1, not 0.
01.
So, I transferred the model to Unity.
I also added post-processing to the scene.
I will use these textures for materials.
I made two materials with this texture: particle additive and particles Blender.
I made a blend material with this smoke texture.
This effect must be started with a slash, as usual, you need to create a new particle system.
Since it will be one claw, you need to set emission burst = 1 Shape can be dissabled The speed should also be 0.
and also need to set render Alignment local Turn the slash based on the animation of your model.
The slash should rotate a bit.
This is done using rotation over lifetime.
Decrease the rotation value with a curve.
It's better to change color over lifetime Adjust the colors yourself.
You can even rewind this moment.
To make the slash less transparent, you need to add another particle (in my case).
But you can change the texture or use custom shader.
Instead of the standard material in the particle system, I will choose mine.
This texture Here you can use absolutely any texture.
The main thing is that it be symmetrical.
Now yours is not so bright, but now I will show how to fix this problem.
wait (not this) At the time of impact you need to add a flash, for this you can copy the first component.
To do this, select some bright material.
It's additive in my case.
Flash lifetime should be very short.
Since the lifetime of this flash is small, I need to increase the rotation power.
This flash should be bright.
All these slashes should decrease the size only along one axis at the end.
To do this, enable Size Over life and check “Separate axis” The values of the first two curves should not change, only the third axis should change.
In my case, this is the Z axis.
It all depends on your model.
This value should be less for dark components.
This effect came out.
It will be a slash from one claw.
Just copy this component for the remaining claws.
*Adding a new empty component for all parts as a pivot* Move other slashes as you see fit.
Side slashes can be reduced.
You can reduce their size and move forward.
Now is ok The brightest slash can be made a little thinner on 1 axis.
You can also copy the main component and and make it very huge.
I have already prepared other material for this slash.
This is the texture of the point which was multiplied by noise using my shader.
The texture of the point is static, it does not move.
But the texture of the noise moves.
Thus, such an effect was obtained.
This slash needs to be moved to the background using Sorting Fudge.
This slash needs to be moved to the background using Sorting Fudge.
Black Slash should be in the background.
My sorting: big dard slash < dark slash < bright slash The largest moving slash should be less bright than claw slashes.
It remains to add some kind of hit effect.
To do this, you need to make a new particle system It should be at the point of impact of the claws.
I showed a lot of times how to do similar hit effects in other videos, so you can experiment here.
For these particles the best add “Limit velocity over lifetime”.
This will make the effect softer.
Set the same settings as mine.
Make these particles fade out by changing color or resizing.
Make the same color as the color of the claws.
Make these particles fade out by changing color or resizing.
I use color changing in my case.
You also need to add Flash on hit.
To do this, you also need to create a new particle system.
I usually set a lifetime = 0.
12 for flash effects.
As for me, this is the most optimal time.
Of course you can set another time, but I prefer just that.
Of course you can set another time, but I prefer just that.
Set the size based on the size of your claws strike.
The maximum size should be much larger so that the particle does not move away from the camera.
The flash size will be changing using this curve.
Choose your material for the flash and change the color.
The result is such an effect.
You can simply remove the side components for a single slash.
And a similar slash will come out.
You can reduce the number of particles for a single slash.
After I recorded this video I changed the effect.
And here's what I get: I took a dissolve shader instead of the usual one.
This shader cuts corners of the texture based on transparency.
I also added particle distortion I will show on shaded wireframe.
.
.
I also added such a shockwave.
Similarly, I also changed the first claw strike.
As I said I use dissovle shader for slashes Now I will show how it looks along with the animation.
As usual, I will upload this effect to my Patreon page.
You can download it by clicking on the link in the description.
Thanks for watching and bye.
.