- Edited
I have an explosion particle system that's using a spritesheet to animate, except the problem is that it blows through the first few frames and hangs on to the last one where the explosion is dissipating, and this timing looks exceedingly strange. it would be better if it would use this "hang time" to show the middle frames of the explosions actually happening.
my first thought was to use Speed Curve under ParticleProcessMaterial > animations , but playing around with the values does not appear to change anything and I can't even find info about that feature in the official docs.
edit: actually after tinkering some more I think speedcurve isn't even what I wanted. that changes the speed of the entire animation according to the curve, not the timing of the individual frames.