Any clue as to why the first two are right and the second two are wrong
This happens irregularly and as I said appears to be random, some property or something perhaps
Theyre all LockedToPart by the way
All I do is motor6d the rootPart of the vfx to the humanoidrootpart and rotate it 180 degrees Y
The three particles that are the ones offsetting are shown below as is the structure of the vfx ye
It’s a bit late but I think you may have had the same problem that I did.
As you can see in the video, the particle emitter’s Orientation is Velocity Perpendicular. When I rotate the part on a certain axis, the entire effect flips in the opposite direction. I suspect this to be because the sign of the cross product used to calculate the normal for the effect is flipping because of the change in quadrants.
I noticed positioning the effect based off the HumanoidRootPart resulted in slight differences in rotation on the X and Z axes. I’m not sure if this is your problem, but what solved mine was making sure the effect was only rotated on the Y axis.
I hope this helps!
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