I have set up a simple blend file to illustrate my question (attached).
I have created a particle system. The particles (blue) are appearing on the emitter (green). The emitter has two faces (which are separated, but still one object) and I have set the system to emit one particle on each face.
I would like the particles to rotate in Z axis to match the rotation of the faces, but instead they are matching the rotation of the object.
Is there a way to link the rotation of each particle to the rotation of the face which is emitting it?
Thanks for responding. I did that (parent Dupli Object to Emitter), but it had no effect. The particle continues to mimic the rotation / orientation of the Dupli Object and ignores the rotation of the face which is emitting it.
I can’t test in Blender at the moment, but you should be able to do this if you UV-unwrap your emitter mesh and set initial rotation of the hair particles to Normal/Tangent. You may have to rotate the parent particle mesh in edit mode to get the origins placed correctly.
UV-unwrap + Normal/tangent rotation worked. I can now rotate the face and the particle rotates with it. Just one more glitch: in order to get the particles to stand upright, I had to lay the Dupli Object on its side - so they disagree by 90 degrees on the (global) Y axis and I can’t see why that is or how to correct it.
they disagree by 90 degrees on the (global) Y axis and I can’t see why that is or how to correct it.
Yeah, for some reason Blender hair particles use global X as “up” if you have the Rotation box checked. Unfortunately you always have to correct by rotating the dupli object’s mesh about the Y axis; I’ve never found a way around it.