Explanation needed or advice on character effect!

Question:
I’m not asking anyone to script for me or anything like that. I’m wondering how this developer created such a cool effect for a player’s death animation. Any tips or ideas would be extremely useful cause I’m lost to how they managed to create the fading effect for the character.

Video of effect I wanna recreate from youtube (Not my video):

Disclaimer:
Sorry in advance if this is in the wrong category, I didn’t know where to place this question.

They probably set an event so on the Character’s death or losing all health it would trigger a function for the effect. Yet I’m puzzled on how on earth they did that.

The effect seems to be a Highlight on each of the body parts and then they tween the scale of the parts while fading the transparency

I would guess that once the animation ended they anchored all the character’s descendants, added a highlight, and started a size/transparency tween!

That’s a great guess on to how they did it, but I’m not confident that this is not the method since in the video you could see how the whole character fade from all different areas and still remain in the same exact place while it fades.

This is my attempt:

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Yeah I don’t have a problem trying to script it. I’m just confused how they achieved that effect.

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Hi!, I don’t know exactly how to make this effect, but i manage to make the body parts disappear!

Basically, i inserted a highlight on the character and set the FillTransparency to 1 and then set the transparency of the body parts to 0.5

next, i made a ball and inserted the highlight on it, set FillTransparency to 1 and changed the ball material to Glass and it’s transparency to 0.999

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In order to make this effect, you have to abuse a bug that happens when a slightly transparent part goes behind a part with the material glass.

For example, if you have a part with 0.001 transparency and you cover it with glass that has a transparency of 1, that part disappears.

I made a test file on it, I’ll tell you how to achieve it when I finalize the animation.

I have finished: Fading Death Effect

Explanation incoming:

  1. When the player dies, create the highlight and create 10 parts which are randomly oriented and positioned close to the character. Make all 10 parts have a glass material, a transparency of 1, and a size of Vector.zero. Make sure every part is welded to the character too.

  2. Loop through every descendant on the character, if it is a BasePart, make the part’s transparency to 0.01 and turn CastShadow to false (do not do these functions for the HumanoidRootPart)

  3. Create a tween for every glass part that slowly increases the size over any duration

After you do all of these steps, it will appear like what my example shows.

(also, if you don’t know how to do the effect, please don’t reply, it just wastes the OP’s time when he reads the replies)

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Sorry for the late reply and thank you so much! :smile:

I’ve managed to do it following your instructions except I’m having trouble with two things.
the first problem is that it’s showing the outline of the blocks and the second problem is that it only works when I set the transparency of the glass block to anything except 1. I welded the block to a random part of the character which I’m not sure if that matters.

Example Video:

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i know how to solve it!, set the OutlineTransparency to 0.999 in the Highlights inside the blocks.

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I was gonna mention I figured out the problem, I wasn’t supposed to parent the parts to the character I was only supposed to weld the parts to the character. Which solved the outline problem surrounding the parts. The second problem was setting the block transparency to 1 and it somehow working, that hasn’t been solved.

The second problem isn’t important at all though it’s just nit-picking. Overall I really do appreciate everyone’s help on this!!

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No problem, if you want to replicate the effect better I would shorten the duration of the tween, otherwise keep it as it is right now. Have a good day!

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