GameBlender 4 Ever

Particle Fire[]


Requirement: This tutorial is based on the Particles flame tutorial.

User level: Normal

Blender version: 2.43

Results: Fire flames

Tut part flire result.png

The emitter will be moved along a path which is defined by IPO curves. The position on the IPO path will be determined by a random value. Because of the upward movement of the particles it looks like fire flames.


The Emitter[]

  • in layer 1 change the name of the Emitter_flame to Emitter_fire <F9>
  • go to frame 1 and apply a location key to the Emitter_fire <i>
  • go to frame 11 <up> move the Emitter_fire 0.20 units along X, Y and Z. Create a location key <i>
  • create more keys following this table:
Location keys
Frame LocX LocY LocZ
1 0.0 0.0 0.0
11 0.2 0.2 0.2
21 -0.2 0.2 -0.2
31 0.0 -0.2 0.2
41 0.2 -0.2 -0.2
51 0.0 0.0 0.0

  • set Curve -> Extend mode -> Cyclic

Tut part fire emitter IPO.png

  • Switch to camera view <num 0>
  • Go to logic buttons <F4>
  • Add an Int property called random to Emitter_fire
  • Add an Always sensor that fires only one pulse
  • Connect this sensor via AND controller to an IPO actuator with "property",Prop:random
  • Add and Random actuator with seed <> 0,"IntUniform",Property:random,Min:1,Max:51
  • Connect the random actuator to the alwys sensor that fires every frame.
  • Start the GameEngine <p>
  • You should see this:

Tut part fire emitter logic.png

The Particle[]

No changes to the particles are require


  • Fire flames can be combined to a bigger fire by duplicating the emitter.
  • New emitters should have a different seed within the random actuator. Otherwise the flame has the same shape as the first one which looks unrealistic.
  • Emitters on different locations require separate IPO curves. Duplicated object share the same IPO curve. Hint: The location is relative to the parent.
  • The size of the fire can be increased or decreased by scaling the Y-axis of the Emitter_fire's IPO curves.

Continue with Particle smoke or up to Special Effects Tutorials