Issue with Trails in studio

Hello, I’m trying to make trails for my super-hero game. The GIF example below is what I have right now.

My Trails

https://gyazo.com/0d1a0e5e57cfb72faf019920ecb4be47

The second GIF is what I’m trying to achieve.

Example of what I'm trying to achieve

https://gyazo.com/ed4f930736e2bfcc4add976fe09871ac

If you didn’t know what I’m talking about, I’m talking about trails’ appearance. As you can see on the second GIF it have like more wide texture, it looks like animated with something. If u still didn’t get what I’m talking about you can ask me in the replies

I tried a lot of methods to fix it, changed the main texture. Changed texture lenght, widht scale, min lenght. The mode for the trails is “Static”. I didn’t got any help from the methods I used. I’m thinking of scripting the trails like change the Attachment position every few second, but not sure if that work or even possible.

If u have any feedback, please reply with it under the post. Thank you for reading!

Have you tried lowering the WidthScale? I believe that should do it.

Yeah, it makes trails more thin and even less similar to example.
https://gyazo.com/f06999c53c95fde8ccae289645472500

There’s a few things that I notice with the trails.
1.) The trails you are trying to replicate seem thicker with a little bit of light or thinner with a lot more light.
2.) The trails are in a small area, it seems like they spawn from on the torso (I like the way yours spawn from the legs and torso better).
3.) Their transparency is increased the longer they are existing.
4.) The trails are animated and moving.

The first two are things are pretty simple fixes, but the second two are a little more complex. What I recommend doing is putting a script inside the trail parts and duplicating it with the trails.
I would build a script that looks like this:

--- We will assume that the trails will only exist for 1 second
local Cycle = {"", "", ""} --- Put all the meshes you use here
local Mesh = script.Parent.Mesh

local NextCycle = 2
local AmountOfLoops = 100
for i = 1, AmountOfLoops do
	if (math.fmod(i, 10) == 0) then
		if (NextCycle == #Cycle) then
			NextCycle = 1
		end
		Mesh.MeshId = Cycle[NextCycle]
	end
	if (i > AmountOfLoops/2) then
		script.Parent.Transparency = script.Parent.Transparency + 0.02
	end
	wait(0.01)
end

You’ll notice the line math.fmod, basically what that is doing is dividing i by 10 and seeing if it has no remainders. If it has no remainders then it will change the mesh to the next cycle. If you want to make it change less, increase the second number in math.fmod.

Our trails made without mesh part, don’t sure if that’s gonna work tho.

Can you explain how you replicated the trail?

We just added trail effect to char’s attachments and changed the setting for it. After my programmer did the script, so after pressing the button on you keyboard trails starting to work.

image

Alright. This is what I think is happening here:
First, the trail you replicated is probably not made the same way the original was made.
Second, It seems like lowering the height of the attachment should bring the effects closer to each other if I am correct. The original is more narrower than the one you replicated. Also, there seems to be a lot more effects filling the gaps on the original. I’m seeing a huge gap in the trail that you replicated, but in my opinion, I feel like there isn’t really that big of a difference, and there is no problem whatsoever. Players won’t be able to notice it either, since it’s a really minor detail issue.

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We will try it! Thanks for feedback!

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