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.
| Property | Meaning |
|---|---|
| Color | Trail colour along its length / over lifetime. |
| Transparency | Opacity along the trail · 0 solid, 1 invisible (usually fades to the tail). |
| WidthScale | Multiplier on the trail's width from head to tail. |
| Lifetime | How long each segment of the ribbon persists before it disappears. |
| Texture | Optional image tiled along the trail. |
| TextureLength | World length of one texture tile. |
| TextureMode | How the texture repeats: Stretch, Wrap, or Static. |
| MinLength | Minimum travel distance before a new segment is drawn (smooths jitter). |
| FaceCamera | If on, the ribbon always turns to face the viewer. |
| EmitDelay | Delay before the trail starts on emit. |
| EmitDuration | How 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.
Related
- Beam - the other transformable ribbon.
- Batch tools - Shifter, Resizer, Retimer, Copier all work on trails.
