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Projectiles, beams, trails and sustained effects

Building things that travel or last: heads, ribbons, beam bodies, slashes without meshes, and auras that cross-fade.

2 min read

A projectile has three parts

  • A head: one sprite, such as a VelocityParallel diamond pointing along travel.
  • Ribbons: two or three textured Trails spread across about 5 studs.
  • Shed particles: droplets or specks at 15 to 60 per second, with gravity or drag, left behind as it flies.

For arcing shots, move along a Bezier curve with two or three random control points 10 to 25 studs up. For volleys, fire 10 to 15 sources one every 0.1 s, fanned behind the caster.

Beams

  • The body: two or three camera-facing Beams, width 5 to 12.
  • Fill: VelocityParallel flame streaks at a high rate along the beam.
  • The muzzle: a crown of short curved beams and a flat shockwave ring at the source.
  • Duration: hold the beam 3.5 to 5 s, then collapse the widths to 0 rather than fading it out.

A slash without a mesh

Sweep a Trail through an arc. The two attachments define the ribbon's width; rotating them through the swing draws the crescent. Add a short white copy for the leading edge.

Particles need a direction

A flat sprite has to be told which way to face:

  • VelocityPerpendicular lays a sprite flat against its travel, for rings and ground shockwaves.
  • VelocityParallel with Squash stretches a sprite along its travel, for streaks.
  • Two copies at rotation -90 and +90 make a symmetric pair.

Sustained effects: auras, charges, sigils

  • The stack: stationary billboards on one attachment with speed near zero, LockedToPart on, so they follow the character.
  • The cross-fade: Rate x Lifetime of about 2 to 4, and transparency fading in and out over each particle's life, so overlapping particles hide the seams. That's what makes a held aura shimmer instead of blink.
  • Size ladder: core 1, rings about 2, halo about 3.5, black backdrop about 4.5.
  • Ground sigils: 5 to 7 studs wide, spinning slowly (0.5 to 5 degrees a second), in two counter-rotating layers.
  • Anticipation for a charge: a sphere emitter with ShapeInOut set to inward gathers particles toward the centre.

Parts of this guide are adapted from the VFX half of Roqer's roblox-animation-vfx skill (github.com/S4US/Roqer, MIT licence, TabooHarmony), measured and extended in Studio.