hi, i have been working on a particle emitter welded to a player i manage to get a good orientation where the particle will be best shown. only when walking or turning and activating the particle it will start bugging and tripping out completely. i had this once before with a slash effect but i managed to fix it but for some reason the same code i used there doesnt work on here here is the code
weld.Part0 = HumanoidRootPart
weld.Part1 = effect1
effect1.CanCollide = false
effect1.Transparency = 0
effect1.Anchored = false
effect1.Size = game.ReplicatedStorage.Assets.Particles.WarriorParticles.Ability1.WarriorAB1Slash.Size
local STUDS_INFRONT_OF_CHARACTER = 6
local lookVector = HumanoidRootPart.CFrame.LookVector
local pos = HumanoidRootPart.CFrame.p + (lookVector * STUDS_INFRONT_OF_CHARACTER)
local targetCFrame = CFrame.new(pos, pos+lookVector) * CFrame.Angles(0,01,0,20) * CFrame.fromEulerAnglesYXZ(0,10,0)
effect1.CFrame = targetCFrame
effect1.Parent = game.Workspace.DebrisFolder
i would use cframeangles and put it on 0,01 ,0 ,20 and that would be the best orientation for the effect for me only even changing the value 0 by just 0.01 changes it completely, i have tried many other values to find a better solution but have found none sadly, here is also a video demonstrating the effect when i stand still and start moving
i have read other problems about people welding particles to the player and that because of the animation or of the constant moving of the hrp that if will constantly change values and therefore make the particle change orientation. here is a code that i used for a slash effect of mine that was also welded to the humanoidrootpart but did indeed work
swordWeld.Part0 = hrp
swordWeld.Part1 = newslash
newslash.Transparency = 1
newslash.CanCollide = false
newslash.Massless = true
newslash.Anchored = false
newslash.Size = Vector3.new(2, 2, 1)
if swing == "swing1" then
newslash.CFrame = hrp.CFrame * CFrame.Angles(0.01, 20, 0.01) * CFrame.fromEulerAnglesXYZ(0,0,0)
only this cframe ruined the orientation for the effect im using now so i did not use it.