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Beam ​

Select a Beam and run Transform to turn it into a SineVFX-editable beam. Like the Trail, its properties become graphable and it plays back with the emit / enable / disable verbs.

What you get ​

  • The beam's channels (width, transparency, colour, curve, texture, and so on) become editable in the Properties window.
  • Numeric channels can be driven by a lifetime graph.
  • Nested content rides along into a render template.

Property reference ​

Every channel is a native Beam property that SineVFX exposes to the graph editor, so most can animate over the effect's life.

PropertyMeaning
ColorBeam colour across its length / over lifetime.
TransparencyOpacity across the beam · 0 solid, 1 invisible.
Width0Width at the start (Attachment0) end.
Width1Width at the end (Attachment1) end.
CurveSize0Bezier handle at the start end - bends the beam's path.
CurveSize1Bezier handle at the end - bends the beam's path.
SegmentsHow many pieces the beam is built from (higher = smoother curves).
TextureOptional image tiled along the beam.
TextureLengthWorld length of one texture tile.
TextureSpeedHow fast the texture scrolls along the beam (great for energy/flow looks).
TextureModeHow the texture repeats: Stretch, Wrap, or Static.
FaceCameraIf on, the beam always turns to face the viewer.
TimeScalePlayback speed (also speeds up TextureSpeed). 1 normal, 0 frozen.
EmitDelayDelay before the beam starts on emit.
EmitDurationHow long a single emit/enable cycle runs.

Editing ​

Tune channels in Properties, graph the ones that should animate, and recolour with the Color tool.

Preview and ship ​

Preview in the Emit window (a Beam is emittable, with EmitDelay / EmitDuration timing). Plant the runtime module and drive it with VFX.emit(beam) / VFX.enable(beam) / VFX.disable(beam). See the Runtime API.

  • Trail - the other transformable ribbon.
  • Batch tools - all the batch editors work on beams too.

Built by RoPotat0 for the Roblox VFX community.