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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, Lifetime 0.4, Trail Life 0.2: several ribbons of different age on the same blade Attachments.
  • A ribbon of electricity. A flipbook in the TrailFlipbooks folder.
  • One lasting ribbon whose width breathes. Mode Animate, Loop on, Blender states with different Widths.
Made fromA Trail
One particle isOne trail
Emit count starts at1
ModesEmit and Animate
SectionsEmission, Appearance, Blender, Shape, Texture, Flipbook, Events, Advanced
Not presentMotion 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.

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 switches the original Trail off and reads it as it stands.

From the TrailGoes to
WidthScale, Transparency, ColorState 1 of the Blender: Width, Transparency and Color.
Brightness, LightEmission, LightInfluenceThe Brightness, Light Emission and Light Influence rows, as level graphs.
TextureLength, MinLength, MaxLengthThe Tex. Length, MinLength and MaxLength rows, as level graphs.
LifetimeThe Trail Life row.
Texture, TextureMode, FaceCameraKept on the RenderTemplate, and shown in the Texture, Tex. Mode and FaceCamera rows.
Attachment0, Attachment1Kept on the RenderTemplate.

Transform adds three things under the Trail: RenderTemplate, GraphBlender holding one state, and an empty TrailFlipbooks folder.

RowKindStarts atUnitWhat it does
ModeListEmitEmit or Animate. See Emit against Animate.
LoopSwitchOffShown in Animate mode. Repeats the cycle until switched off.
EnabledSwitchOffShown in Emit mode. Makes trails at the Rate until switched off.
RateNumber10Trails per secondShown in Emit mode. How many trails are made each second while Enabled is on, or during a Duration.
LifetimeTwo numbers2SecondsHow long each emitted trail exists, and how long its graphs and its Blender take. Each trail picks a value between the two.
Trail LifeTwo numbersThe Trail’s own LifetimeSecondsHow long each piece of ribbon stays on screen after it is drawn. Each trail picks a value between the two.
LingerNumber0SecondsAfter its Lifetime ends, the trail is kept at its last values for this long.
TimescaleGraph1The 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 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.

RowKindStarts atWhat it does
BrightnessGraphThe Trail’s ownMultiplies the light the ribbon gives off, over the trail’s life.
Light EmissionGraphThe Trail’s ownHow much the ribbon’s colour is added to what lies behind it, over the trail’s life.
Light InfluenceGraphThe Trail’s ownHow 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.

RowKindStarts atUnitWhat it does
MinLengthGraphThe Trail’s ownStudsHow far the Attachments must move before a new piece of ribbon is added, over the trail’s life. Never below 0.
MaxLengthGraphThe Trail’s ownStudsThe longest the ribbon can be, over the trail’s life. 0 means no limit. Never below 0.
FaceCameraSwitchThe Trail’s ownOn, the ribbon turns its flat side to the camera.
RowKindStarts atWhat it does
TextureTextThe Trail’s ownThe image drawn along the ribbon. Enter an asset id.
Tex. LengthGraphThe Trail’s ownThe 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. ModeListThe Trail’s ownHow 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.

RowKindStarts atUnitWhat it does
ModeListOneShotNone, OneShot, Loop or PingPong.
FramerateTwo numbers30Frames per secondThe speed of Loop and PingPong. Each trail picks a value between the two. Hidden while Mode is OneShot or None.
Start RandomSwitchOffEach trail starts on a random frame. Hidden while Mode is None.
ReverseSwitchOffPlays 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.

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.

RowKindStarts atWhat it does
Anim. StepsNumber100How many times the six graph rows are read over one Lifetime. Fewer steps cost less and look choppier. The Blender is not affected.
Emit IntoInstance, picked with *NoneWhere emitted trails are placed in the Explorer.
PoolSwitchOffReuses 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.

EmitAnimate
What playsA duplicate of the RenderTemplate for each emit.The RenderTemplate itself, switched on for one cycle.
Emit count and RateUsed.Not used. There is one trail.
The Emit buttonFires 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 playingMore trails are added.The cycle starts again from the beginning.
At the endThe trail is removed.The RenderTemplate gets its own values back, Texture and Lifetime included, and is switched off.
LoopNot shown.Repeats the cycle.
FlipbookPlays.Plays.

Changing Mode stops the emitter at once. Trails on screen are removed, and Enabled and Loop are switched off.

ToolEffect on a Trail emitter
SizeMultiplies the MinLength and MaxLength graphs.
TimeMultiplies Rate and the Flipbook Framerate. Divides Lifetime and Trail Life.

Size and Time describes both tools.

  • 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.