Trail emitter
A Trail emitter makes trails that last a moment: a slash arc, a ribbon behind a projectile, a streak that thins and fades. It is made by transforming a Trail. Each emitted trail is a duplicate of the original, tied to the same two Attachments. The Blender changes its width, colour and transparency over its life.
What it makes possible:
- A projectile whose ribbon cools from white to red over its flight. A Trail emitter nested in the projectile, with two Blender states.
- Slash arcs. Rate
15, Lifetime0.4, Trail Life0.2: several ribbons of different age on the same blade Attachments. - A ribbon of electricity. A flipbook in the
TrailFlipbooksfolder. - One lasting ribbon whose width breathes. Mode
Animate, Loop on, Blender states with different Widths.
At a glance
Section titled “At a glance”| Made from | A Trail |
| One particle is | One trail |
| Emit count starts at | 1 |
| Modes | Emit and Animate |
| Sections | Emission, Appearance, Blender, Shape, Texture, Flipbook, Events, Advanced |
| Not present | Motion and Link. A trail goes where its two Attachments go. |
The Emit count starts at 1. A new Trail emitter fires one trail at the first press of the Emit button.
What an emitted trail is
Section titled “What an emitted trail is”Each emit makes one duplicate of the Trail kept in the RenderTemplate, switched on.
The emitted trail uses the two Attachments the Trail had when it was transformed. A Trail emitter has no Attachment rows. Set the Trail’s Attachment0 and Attachment1 before Transform.
Nothing in the emitter moves a trail. A trail draws ribbon only while its Attachments move. Movement comes from whatever moves the Attachments: the part they sit on, a script, or a parent particle.
Every trail from one emitter uses the same two Attachments, unless the emitter is nested. The trails lie on top of one another and differ only in age. Rate 10 with Lifetime 2 keeps about 20 trails on the same path.
A Trail emitter nested in another emitter fires once for each particle of that emitter. If its Attachments sit inside the parent’s RenderTemplate, each trail is tied to that particle’s own Attachments. Nesting gives the procedure.
Transform
Section titled “Transform”Transform switches the original Trail off and reads it as it stands.
| From the Trail | Goes to |
|---|---|
| WidthScale, Transparency, Color | State 1 of the Blender: Width, Transparency and Color. |
| Brightness, LightEmission, LightInfluence | The Brightness, Light Emission and Light Influence rows, as level graphs. |
| TextureLength, MinLength, MaxLength | The Tex. Length, MinLength and MaxLength rows, as level graphs. |
| Lifetime | The Trail Life row. |
| Texture, TextureMode, FaceCamera | Kept on the RenderTemplate, and shown in the Texture, Tex. Mode and FaceCamera rows. |
| Attachment0, Attachment1 | Kept on the RenderTemplate. |
Transform adds three things under the Trail: RenderTemplate, GraphBlender holding one state, and an empty TrailFlipbooks folder.
Emission
Section titled “Emission”| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Mode | List | Emit | Emit or Animate. See Emit against Animate. | |
| Loop | Switch | Off | Shown in Animate mode. Repeats the cycle until switched off. | |
| Enabled | Switch | Off | Shown in Emit mode. Makes trails at the Rate until switched off. | |
| Rate | Number | 10 | Trails per second | Shown in Emit mode. How many trails are made each second while Enabled is on, or during a Duration. |
| Lifetime | Two numbers | 2 | Seconds | How long each emitted trail exists, and how long its graphs and its Blender take. Each trail picks a value between the two. |
| Trail Life | Two numbers | The Trail’s own Lifetime | Seconds | How long each piece of ribbon stays on screen after it is drawn. Each trail picks a value between the two. |
| Linger | Number | 0 | Seconds | After its Lifetime ends, the trail is kept at its last values for this long. |
| Timescale | Graph | 1 | The speed of the trail’s own clock. |
The Emit, Delay and Duration boxes on the HUD fire a Trail emitter as they fire any other. Emission and the HUD describes the shared rows in full.
Lifetime against Trail Life
Section titled “Lifetime against Trail Life”Lifetime is the life of the emitted trail. Trail Life is how long a piece of ribbon stays visible behind the moving Attachments.
With Lifetime 1 and Trail Life 0.5:
- The trail lays ribbon for 1 second.
- Any piece of ribbon is gone 0.5 seconds after it was drawn.
- The Blender plays from State 1 to the last state over that 1 second.
The emitted trail is removed when its Lifetime and its Linger end. To give the last ribbon time to fade, set Linger to at least the Trail Life.
A Lifetime or a Trail Life of 0 or less is treated as a very short time.
Appearance
Section titled “Appearance”| Row | Kind | Starts at | What it does |
|---|---|---|---|
| Brightness | Graph | The Trail’s own | Multiplies the light the ribbon gives off, over the trail’s life. |
| Light Emission | Graph | The Trail’s own | How much the ribbon’s colour is added to what lies behind it, over the trail’s life. |
| Light Influence | Graph | The Trail’s own | How much scene lighting shades the ribbon, over the trail’s life. |
A Trail emitter has no Color, Transparency or Width row. All three are set in the Blender box, which sits under Appearance. Each state’s graph runs over the age of a piece of ribbon, from new to about to vanish. The Blender changes that graph over the trail’s Lifetime. The Blender describes it.
Six rows are graphs over the trail’s life: Brightness, Light Emission, Light Influence, Tex. Length, MinLength and MaxLength. They are read in steps, Anim. Steps times over one Lifetime. The Blender is followed every frame.
| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| MinLength | Graph | The Trail’s own | Studs | How far the Attachments must move before a new piece of ribbon is added, over the trail’s life. Never below 0. |
| MaxLength | Graph | The Trail’s own | Studs | The longest the ribbon can be, over the trail’s life. 0 means no limit. Never below 0. |
| FaceCamera | Switch | The Trail’s own | On, the ribbon turns its flat side to the camera. |
Texture
Section titled “Texture”| Row | Kind | Starts at | What it does |
|---|---|---|---|
| Texture | Text | The Trail’s own | The image drawn along the ribbon. Enter an asset id. |
| Tex. Length | Graph | The Trail’s own | The length of one repeat of the texture, or the number of repeats, depending on Tex. Mode. Over the trail’s life. Never below 0. |
| Tex. Mode | List | The Trail’s own | How the texture is laid along the ribbon: Stretch, Wrap or Static. |
A trail’s texture has no scroll speed, so a Trail emitter has no Tex. Speed row.
Flipbook
Section titled “Flipbook”| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Mode | List | OneShot | None, OneShot, Loop or PingPong. | |
| Framerate | Two numbers | 30 | Frames per second | The speed of Loop and PingPong. Each trail picks a value between the two. Hidden while Mode is OneShot or None. |
| Start Random | Switch | Off | Each trail starts on a random frame. Hidden while Mode is None. | |
| Reverse | Switch | Off | Plays the frames backwards. Hidden while Mode is None. |
The frames are the numbered Decals inside the TrailFlipbooks folder under the emitter. Transform makes the folder empty. With an empty folder there is no flipbook, and the Texture row is used.
To fill the folder, select the Trail emitter and press Insert on a flipbook in the Inventory.
While a flipbook plays, the whole ribbon changes image at once. The flipbook plays in Emit mode and in Animate mode. Decals and flipbooks gives the playback rules for OneShot, Loop and PingPong.
With Mode at None no flipbook plays, and the Texture row is used. The Decals stay in the folder, so another Mode brings the flipbook back.
Events
Section titled “Events”The Events section works as on any emitter. See Events. A Trail emitter fired by an event fires in place. An event cannot move it to another position.
Advanced
Section titled “Advanced”| Row | Kind | Starts at | What it does |
|---|---|---|---|
| Anim. Steps | Number | 100 | How many times the six graph rows are read over one Lifetime. Fewer steps cost less and look choppier. The Blender is not affected. |
| Emit Into | Instance, picked with * | None | Where emitted trails are placed in the Explorer. |
| Pool | Switch | Off | Reuses finished trails in place of making new ones. For emitters with a high Rate. |
A Trail emitter has no Preload Texture row. Advanced describes the rows above in full.
Emit against Animate
Section titled “Emit against Animate”| Emit | Animate | |
|---|---|---|
| What plays | A duplicate of the RenderTemplate for each emit. | The RenderTemplate itself, switched on for one cycle. |
| Emit count and Rate | Used. | Not used. There is one trail. |
| The Emit button | Fires the Emit count after the Delay. | Plays one cycle after the Delay. With a Duration above 0, the cycle repeats for that long. |
| Fired again while playing | More trails are added. | The cycle starts again from the beginning. |
| At the end | The trail is removed. | The RenderTemplate gets its own values back, Texture and Lifetime included, and is switched off. |
| Loop | Not shown. | Repeats the cycle. |
| Flipbook | Plays. | Plays. |
Changing Mode stops the emitter at once. Trails on screen are removed, and Enabled and Loop are switched off.
With the tools
Section titled “With the tools”| Tool | Effect on a Trail emitter |
|---|---|
| Size | Multiplies the MinLength and MaxLength graphs. |
| Time | Multiplies Rate and the Flipbook Framerate. Divides Lifetime and Trail Life. |
Size and Time describes both tools.
Limits
Section titled “Limits”- No Attachment rows. The Attachments are those the Trail had at Transform.
- No Motion rows and no Link. To move a trail, move its Attachments, or nest the Trail emitter in an emitter that moves.
- Each emitted trail counts as one particle toward the Particle Cap, during its Linger too.