Real-time slash effects syncing to an animation

The slash effect is connected to the weapon using trails. v

No it is not, if you look clearly it’s an expanding mesh.

Ok idk what to tell you man, its literally a trail lol

It literally is not a trail, watch thoroughly and you’ll see that it’s a mesh. Furthermore trails cannot be that precise nor can it be that circular.

My guy, its a trail. Meshes cant have varying transparencies on them. You just cannot make that with a mesh. I’m willing to bet 1m robux its a trail

Have you not heard of textures? Furthermore a trail cannot just generate that in a short amount of time without any movement so i don’t know what you’re on about.

It’s literally a trail dude, don’t ask for help then refuse to actually accept the help

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But it literally isn’t a trail you can clearly see the whole effect before it reaches the end of the animation. Also, trails are irrelevant to this topic.

This might just be because the animation is very fast. It’s just an optical illusion.

Okay theoretically this topic was suppose to be based on a mesh rather than a trail so just imagine it’s a mesh okay guys. No trails.

Ok so lets say hypothetically its a mesh (which its not, its a trail) you have two options here. Hardcode the orientation of your mesh with your premade animation slashes. Animations have animation events that you can tag as “slash 1, 2,3 etc” then link the premade orientation of the mesh to the animation event. Then the mesh will rotate and appear when the specific animation marker is hit.

or (idk might not work)
You could try getting the lookVector of the mesh and the direction its headed, then with some trig calculate the angle required for the mesh to turn according to the direction that the sword is headed.

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The AnimationTrack | Roblox Creator Documentation has an event that tells you when the next keyframe is being played in the animation. So you could place the mesh part every time it reaches a certain keyframe.

local key_frames = 0;
local place_at = 3 --Will play at the 3rd keyframe.

animation_track.KeyframeReached:Connect(function()
key_frames += 1
if key_frames ~= place_at then return end;
local newMesh = mesh_part:Clone(); --Just clone the part that has the mesh in it
newMesh.Anchored = true;
newMesh.CFrame = sword.Handle.CFrame; -- Set to handle's cframe
end);

animation_track.Stopped:Connect(function()
key_frames = 0; --Reset
end);

You could also try welding instead of setting cframe and anchoring. It would also be pretty easy to make a fade effect since you’re using parts.

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Doesn’t trail follow the exact attachments of the weapon?.. If you pause at the right time you can see that the slash effect is ahead of the weapon so it can’t be a trail, @RatiusRat is correct

Also, are they using vector forces to move the player forwards each step or actually CFraming their position each rendered step.

They’re either using a vector force, or it could be apart of the animation, however that would be less likely.

dont u guys think its too perfect and circle to be a trail…

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its not a trail. i watched the video in slow motion. @LowPolys

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I think they are welding the slash to the sword, and instead of doing a trail-like effect they are rotating the mesh. You can see the mesh isn’t lined up with the sword if you pause at the right time so rotation is my best guess.

I agree! It looks like a Textured Effect on a mesh. Trails are not that Perfect!

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Looks like a flat decal rotating with varying transparency to me, surprised no one said this yet.

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