I’m trying to make a sword trail generator and it’s worked pretty well up to this point. I’ve tried as much as I can to make a stable UV map, which doesn’t look like it should be too hard but somehow is. Do y’all know a way to do it? Example of what I want it to look like included.
Hi! Thanks for the swift reply.
This is very nice and I had something that shared the same principle before (except mine looked a lot clunkier), but then I realized I wanted to use this on custom shapes/ meshes as well. Mainly for a katana though, but a katana isn’t straight either.
The above example can be adapted for custom shapes. You need to have the Vertices Y count be the same as your custom shape’s “edge” and the modulo by the same amount. Vertices X then controls the trail length/frame delay.