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Editing stock ParticleEmitters, Trails and Beams

The plugin edits a stock ParticleEmitter, Trail or Beam as it stands. Select one, and the HUD and the Properties panel open with no Transform. Every row reads and writes the instance’s own Roblox property, so the same value shows in Studio’s Properties window. The instance gets no RenderTemplate and no PartIcleProperties.

What it makes possible:

  • Twenty stock ParticleEmitters retuned at once. Select the Folder that holds them and enter one Lifetime.
  • A stock ParticleEmitter given a burst count and a delay from the HUD, and tried with the Emit button, with no script.
  • A sword trail switched on for exactly the swing. A stock Trail with Duration 0.4.
  • Shards that each leave a streak. A stock Trail under an Attachment in the Part’s RenderTemplate, with Duration 0.
SelectedSection in the Properties panelHUD boxesTransform button
A stock ParticleEmitterParticlesEmit, Delay, DurationHidden.
A stock TrailTrailsDelay, DurationShown. It makes a Trail emitter.
A stock BeamBeamNativesDelay, DurationShown. It makes a Beam emitter.

Selecting a Folder, a Model, a Part or an Attachment collects every stock ParticleEmitter, Trail and Beam inside it, together with the emitters inside it.

Each row shows the ParticleEmitter’s own value.

SectionRowKindRoblox property
EmissionEnabledSwitchEnabled
EmissionRateNumberRate
EmissionLifetimeTwo numbersLifetime
EmissionTime ScaleNumberTimeScale
AppearanceTextureTextTexture
AppearanceColorColourColor
AppearanceBrightnessNumberBrightness
AppearanceSizeGraphSize
AppearanceTransparencyGraphTransparency
AppearanceSquashGraphSquash
AppearanceLight EmissionNumberLightEmission
AppearanceLight InfluenceNumberLightInfluence
SpawnShapeList: Box, Sphere, Cylinder, DiscShape
SpawnStyleList: Volume, SurfaceShapeStyle
SpawnInOutList: Outward, Inward, InAndOutShapeInOut
SpawnHollowNumber. 0 is solid, 1 is hollow.ShapePartial
SpawnOrientationList: Roblox’s four modesOrientation
SpawnLockedToPartSwitchLockedToPart
SpawnZOffsetNumberZOffset
MotionDirectionList: the six facesEmissionDirection
MotionSpreadAngleTwo numbers, x, ySpreadAngle
MotionSpeedTwo numbersSpeed
MotionAccelerationThree numbers, x, y, zAcceleration
MotionDragNumberDrag
MotionRotationTwo numbersRotation
MotionRotation SpeedTwo numbersRotSpeed
MotionVel. InheritNumberVelocityInheritance
MotionWind DragSwitchWindAffectsDrag
FlipbookGridTwo numbers, cols, rowsFlipbookLayout
FlipbookModeList: Loop, OneShot, PingPong, RandomFlipbookMode
FlipbookFramerateTwo numbersFlipbookFramerate
FlipbookStartRandomSwitchFlipbookStartRandom
FlipbookBlend FramesSwitchFlipbookBlendFrames
AdvancedPreload TextureSwitchNone. The plugin keeps this setting.

The Spawn, Flipbook and Advanced sections start collapsed.

Grid sets the flipbook layout.

EnteredResult
0 or 0, 0The flipbook is off.
2, 2, 4, 4 or 8, 8One of Roblox’s built-in layouts.
Any other pairA custom layout with that many columns and rows.

The box rewrites the entry in its tidy form.

The plugin sets no limits on these numbers. Roblox applies its own.

Graph rows, the Color row, the ⋯ button and the Shift-click menu work as on an emitter. Reset default does nothing on a ParticleEmitter.

Each row shows the Trail’s own value.

SectionRowKindUnitRoblox property
EmissionEnabledSwitchEnabled
EmissionLifetimeNumberSecondsLifetime. How long each piece of ribbon stays.
AppearanceColorColourColor. A gradient over the age of each piece of ribbon.
AppearanceBrightnessNumberBrightness
AppearanceTransparencyGraphTransparency. Over the age of each piece of ribbon.
AppearanceWidthScaleGraphWidthScale. Over the age of each piece of ribbon.
AppearanceLight EmissionNumberLightEmission
AppearanceLight InfluenceNumberLightInfluence
ShapeAttachment 0Instance, picked with *Attachment0. An Attachment only.
ShapeAttachment 1Instance, picked with *Attachment1. An Attachment only.
ShapeMinLengthNumberStudsMinLength
ShapeMaxLengthNumberStudsMaxLength. 0 means no limit.
ShapeFaceCameraSwitchFaceCamera
TextureTextureTextTexture
TextureTex. LengthNumberTextureLength
TextureTex. ModeList: Stretch, Wrap, StaticTextureMode
AdvancedPreload TextureSwitchNone. The plugin keeps this setting.

A stock Trail has no Mode, no Blender, no flipbook and no Events.

Each row shows the Beam’s own value.

SectionRowKindUnitRoblox property
EmissionEnabledSwitchEnabled
AppearanceColorColourColor. A gradient along the beam.
AppearanceBrightnessNumberBrightness
AppearanceTransparencyGraphTransparency. Along the beam.
AppearanceLight EmissionNumberLightEmission
AppearanceLight InfluenceNumberLightInfluence
ShapeAttachment 0Instance, picked with *Attachment0. An Attachment only.
ShapeAttachment 1Instance, picked with *Attachment1. An Attachment only.
ShapeWidth 0NumberStudsWidth0
ShapeWidth 1NumberStudsWidth1
ShapeCurveSize 0NumberStudsCurveSize0
ShapeCurveSize 1NumberStudsCurveSize1
ShapeSegmentsNumberSegments
ShapeFaceCameraSwitchFaceCamera
ShapeZOffsetNumberZOffset
TextureTextureTextTexture
TextureTex. LengthNumberTextureLength
TextureTex. SpeedNumberRepeats per secondTextureSpeed
TextureTex. ModeList: Stretch, Wrap, StaticTextureMode
AdvancedPreload TextureSwitchNone. The plugin keeps this setting.

Every number row is one plain number. On a Beam emitter the same properties are graphs.

Each row writes the property at once, and Roblox draws the result. The plugin animates nothing on a stock Trail or a stock Beam.

ParticleEmitterTrailBeam
Emit boxShown. Reads 1 until changed.Hidden.Hidden.
Delay boxSeconds before the Emit button acts.The same.The same.
Duration boxOne number, in seconds.One number, or min, max.One number.
Emit buttonAfter the Delay, emits the Emit count at once. With a Duration above 0, also switches the ParticleEmitter on for that many seconds.After the Delay, switches the Trail on for the Duration, then off.After the Delay, switches the Beam on for the Duration, then off.
Nothing happens whenEmit is 0 and Duration is 0.Duration is 0.Duration is 0. The Beam keeps its Enabled setting.

The switch on the HUD acts on everything selected. If anything selected is on, it switches all off. Otherwise it switches all on.

The first time a stock Trail is selected, the plugin sets its Duration to the Trail’s Lifetime and its Delay to 0.

A Trail’s Duration can be a range, such as 0.2, 0.6. The Emit button uses the larger number. A Trail carried by a particle picks a value between the two. From a script, Emit uses the larger number and AbsoluteEmit picks a value between the two. See Firing an effect.

Emission and the HUD describes the boxes in full.

Stock ParticleEmitter, Trail or BeamEmitter
Where values are keptIn the instance’s own properties.In PartIcleProperties.
Transform buttonHidden for a ParticleEmitter. Shown for a Trail or a Beam.Hidden.
Mode, Loop, Linger, a Timescale graph, Events, Link, Emit IntoNot available.Available, depending on the type.
Speed, Rotation and Rotation Speed of a ParticleEmitterRanges.On a Part emitter, graphs or rows for each axis.
Width, CurveSize and Segments of a BeamNumbers.Graphs.
HUD ▸ Emit boxParticleEmitter: shown, reads 1. Trail and Beam: hidden.Shown.
Emit buttonParticleEmitter: a burst, and a timed Enabled if Duration is above 0. Trail and Beam: a timed Enabled, only if Duration is above 0.A burst of the Emit count, then the Rate for the Duration.
Wrong input on a rowParticleEmitter: ignored without a sign.A red flash, and the old value returns.
Reset defaultParticleEmitter: no effect.Works.

A stock Trail or ParticleEmitter kept inside a Part emitter’s RenderTemplate is carried by every particle and fired with it.

It must sit under an Attachment. When a Part is transformed, the RenderTemplate keeps the Part’s Attachments and everything inside them. A Trail, ParticleEmitter or Beam placed straight in the Part is not kept.

Transform switches off the Trails and ParticleEmitters inside the RenderTemplate. Each particle then fires its own, by the settings in the HUD boxes of that Trail or ParticleEmitter:

In the RenderTemplateOn each particle
A stock ParticleEmitterAfter its Delay, it emits its Emit count at once. The count is 1 if the Emit box was never changed. With a Duration above 0, it is also switched on for that many seconds. With Emit 0 and Duration 0, nothing happens.
A stock Trail with a Duration above 0Switched on when the particle appears. Switched off again after its Delay plus its Duration.
A stock Trail with Duration 0Switched on for the particle’s whole life.
A stock Trail that has no DurationStays off.
A stock BeamCarried as it stands. Nothing switches it on or off.

A stock Trail has no Duration until it has been selected once with the plugin running. That first selection sets the Duration to the Trail’s Lifetime.

Attachments inside the RenderTemplate that a carried Trail or Beam uses are replaced by the particle’s own. The Trail or Beam so travels with its particle.

Nesting covers emitters kept in a RenderTemplate.

The Transform button shows for a stock Trail and for a stock Beam. Pressing it turns a Trail into a Trail emitter and a Beam into a Beam emitter. There is no choice of kind.

The plugin has no control that reverses a Transform. Press Ctrl+Z.

The Transform button does not show for a ParticleEmitter. A ParticleEmitter is edited as it stands.

ToolStock ParticleEmitterStock TrailStock Beam
SizeMultiplies Size, Speed and Acceleration.Multiplies the WidthScale graph.Multiplies Width 0, Width 1, CurveSize 0 and CurveSize 1.
TimeMultiplies Rate, Speed, Rotation Speed and the Flipbook Framerate. Multiplies Acceleration by the factor squared. Divides Lifetime, Delay and Duration.Divides Lifetime and Duration.Multiplies Tex. Speed.

Size and Time describes both tools.

  • A stock ParticleEmitter, Trail or Beam has no Mode, Loop, Linger, Events, Link or Emit Into.
  • A stock Trail or Beam has no Emit count. The Emit button only switches it on for the Duration.
  • A ParticleEmitter cannot be transformed.