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
VelocityParalleldiamond 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:
VelocityParallelflame 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:
VelocityPerpendicularlays a sprite flat against its travel, for rings and ground shockwaves.VelocityParallelwithSquashstretches 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,
LockedToParton, 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
ShapeInOutset to inward gathers particles toward the centre.
Parts of this guide are adapted from the VFX half of Roqer's
roblox-animation-vfxskill (github.com/S4US/Roqer, MIT licence, TabooHarmony), measured and extended in Studio.