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Trail

Select a Trail and run Transform to turn it into a SineVFX-editable trail. Its properties are exposed to the graph editor so they can be driven over the effect's life, and it plays back with the same emit / enable / disable verbs as everything else.

What you get

  • The trail's channels (width, transparency, colour, lifetime, and so on) become editable in the Properties window.
  • Numeric channels can be graphed over the effect's lifetime.
  • Nested content rides along into a render template, the same way a Part emitter keeps its children.

Property reference

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

PropertyMeaning
ColorTrail colour along its length / over lifetime.
TransparencyOpacity along the trail · 0 solid, 1 invisible (usually fades to the tail).
WidthScaleMultiplier on the trail's width from head to tail.
LifetimeHow long each segment of the ribbon persists before it disappears.
TextureOptional image tiled along the trail.
TextureLengthWorld length of one texture tile.
TextureModeHow the texture repeats: Stretch, Wrap, or Static.
MinLengthMinimum travel distance before a new segment is drawn (smooths jitter).
FaceCameraIf on, the ribbon always turns to face the viewer.
EmitDelayDelay before the trail starts on emit.
EmitDurationHow long a single emit/enable cycle runs.

Editing

Open Properties to tune the channels, graph the ones that should change over time, and Color to recolour it.

Preview and ship

Preview in the Emit window (a Trail is emittable, so it also has emit timing: EmitDelay / EmitDuration). Plant the runtime module and drive it with VFX.emit(trail) / VFX.enable(trail) / VFX.disable(trail). See the Runtime API.

  • Beam - the other transformable ribbon.
  • Batch tools - Shifter, Resizer, Retimer, Copier all work on trails.

Built by RoPotat0 for the Roblox VFX community.