  by in

If you encounter any issues with this tip or you don’t understand part of it, you can ask for help on the Killerskins-Discord server
or you can contact me directly: GuiSai#7920

In order to edit particles you already need to know how to make a mod, extract files, edit bins, because I will not be explaining from the beginning. ## REQUIRED TOOLS

The first step is adding one default matrix that doesn’t change anything, it is just a blank matrix.
You will add that at the end of your VfxSystemDefinitionData as the video shows here

``````    Transform: mtx44 = {
1, 0, 0, 0
0, 1, 0, 0
0, 0, 1, 0
0, 0, 0, 1
}``````

## How to use it

#### Basic explanation

Transformation matrices are usually used in rendering applications due to their mathematical properties. In games, their dimensions are usually 4×4 (16 floating point numbers) and they’re in row-major order (unlike the typical matrices used in classical math which tend to be column-major). They are called “transformation” matrices because they’re a composition of translation, rotation and scale hence they can be used to transform points in a rendering scene.
So you can use these transformation matrices while doing custom particles for any league character.

#### Editing the size

To edit size you just need to change these three numbers to the same one, 1 is the default value, do not edit the last number 1 if you don’t know what u doing

##### Decrease

You just need to use a value that is smaller than 1, example of making a particle 2x smaller:

``````    Transform: mtx44 = {
0.5, 0, 0, 0
0, 0.5, 0, 0
0, 0, 0.5, 0
0, 0, 0, 1
}``````
##### Increase

Same thing as before, but now you use a value that is bigger than 1, here is a example of making one particle 4x or 2x bigger [I’m lazy to calculate how much lol]:

``````    Transform: mtx44 = {
2, 0, 0, 0
0, 2, 0, 0
0, 0, 2, 0
0, 0, 0, 1
}`````` #### Moving editing xyz values

##### Editing the height [z value]

The code:

``````    Transform: mtx44 = {
1, 0, 0, 0
0, 1, 0, 0
0, 0, 1, 0
0, 0, 250, 1
}`````` ##### Editing the y value
``````    Transform: mtx44 = {
1, 0, 0, 0
0, 1, 0, 0
0, 0, 1, 0
0, 250, 0, 1
}``````

To be Honest I have no clue what is happening here LOL, maybe some problem with random offsets in particles but didn’t got that weird result in Z value, so I didn’t even tried edit the X one, and as I said in the start of this, if you use maya you can do better matrix than making it manually #### Rotating

For rotating matrix or any complex matrix you can use Maya to do it.
Using this code made by Crauzer to get a transformation as a matrix format.

``````global proc getTransform()
{
string \$objects[] = `ls -sl -l`;

for(\$obj in \$objects)
{
float \$matrix[] = `xform -q -m`;
print("Transform for '" + \$obj + "':\n");
print("Transform: mtx44 = {\n");

for (\$i=0; \$i<16; \$i++)
{
\$value = \$matrix[\$i];
//\$padded = python("'" + \$value + "'" + ".ljust(12)");
print(\$value);

if (\$i % 4 == 3)
{
print("\n");
}
else
{
print(", ");
}
}

print("}\n");
}
};``````

And then you type getTransform with the mesh selected.

##### Video tutorial

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