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Qwinkle's Particles 2
forged in the ember-light — your imagination, made to burn

Qwinkle's Particles 2

A grimoire for the particle craft. Turn any part, beam, post-process effect, or image label into a custom emitter with graph-driven motion, flipbook textures, animate mode, and a full property codex.

The Craft

You build a part the way you normally would — a mesh, a beam, a light. You select it, click Transform, and the plugin gives it the magic to emit particles. From that moment, a property panel beside the viewport controls everything: how often it emits, how long each particle lives, what it looks like, how it moves. Drag a graph, watch the next particles change.

Select

Click on a part, a beam, a trail, a light — any of eleven Roblox classes the plugin can transform into a custom emitter. Or pick a Roblox ParticleEmitter or Trail directly — the plugin edits those without needing to transform them. You can select several at once, even of different types.

Transform

Click the Transform button. The plugin wires your part into a particle emitter and opens a property panel beside the workspace. You don’t edit the underlying instances by hand — every change you’d ever want to make goes through that panel. The plugin sets up a few hidden internals to make emission fast (covered in chapter 2 if you’re curious), but you don’t have to think about them. Your original part becomes invisible, kept in place as the source of truth. Ctrl+Z undoes everything.

Tweak & Emit

Drag a graph. Type a new lifetime. Toggle Enabled and watch particles fly out. Emit mode duplicates your visual once per particle, then animates that duplicate every frame following the graphs you authored, until its lifetime runs out. Animate mode skips the duplication: the original instance plays the graphs in place on a loop. Pick whichever fits the effect.

The Particiliary

Thirteen Roblox classes the plugin can transform into a custom emitter, organized into four families: workspace types that exist in the world, screen-space types that animate over the camera, UI types that emit into the player's GUI, and adornees that overlay onto a host instance.

Workspace

Three-dimensional emitters that exist in the world.

Part

BasePart

Mesh particles you can move, stretch, spin, and push around in 3D. Speed, acceleration, drag, size on three axes, rotation on three axes. The most flexible type.

Beam

Beam

Beams stay locked between their two attachment points, so they don’t move on their own. Instead, you animate their look over time. The Beam type also has one feature no other type does: GraphBlender, for chaining multiple ColorSequence and NumberSequence states across a beam’s lifetime.

PointLight

PointLight

Range, Brightness, and Color animate over each particle’s lifetime. Each emitted light parents next to the source PointLight on the same host part, so it follows that host as it moves.

Trail

Trail

Trails are different. The plugin animates the source Trail directly rather than cloning. Properties read and write straight to the Trail instance.

TrailEmitter

Trail

The clone-per-emission Trail. Each emit spawns a fresh Trail with its own RenderTemplate, full graph surface, GraphBlender for Width-Color-Transparency, and the TrailFlipbook system. Pick TrailEmitter when you want a particle that is a streak; pick Trail when you want a single streak you turn on and off.

Attachment

Attachment

Parent-local motion. Useful for emitter rigs mounted on moving objects: weapons, character bones, vehicle exhausts.

Model

Model

Clones the entire hierarchy under a model. ScaleTo cascades through descendants. Nested transformed children inside the model emit recursively.

Screen-Space

Post-processing effects that animate over the camera.

UI

Flat particles emitted into the player's GUI layer.

Adornee

Decals that overlay a host instance, animated per emission.

Forged Systems

The major systems built into the plugin. Each gets its own chapter in the codex.

Non-destructive

Animate Mode

Loop animation directly on the source instance. No emitted clones, no garbage in your undo history. Snapshot and restore on plugin Deactivate.

Graphs

Graph Editor

A visual editor for every graph in the plugin. Drag handles to set bezier shapes, snap to one of twenty presets, expand into envelope mode for randomized variation between particles. A simplification slider can collapse a complex graph into the fewest keypoints that still match its shape.

Spritesheets + Dissect

Flipbook Textures

Mesh and Beam flipbooks via numbered Decals. Dissect any public Roblox asset into a flipbook at full resolution, through plugin-side infrastructure.

Trajectory scrying

Motion Preview

Five simulated paths per selected emitter, drawn live as LineHandleAdornments. Reuses the actual physics — what you see is exactly what will emit.

Library of glyphs

Inventory

Cloud textures and flipbooks plus your own. Two libraries side by side, multi-select with Shift+click and paint-select, JSON export-import for sharing, batch upload, three dissect paths.

Palette mastery

Theme Editor

Nine palette presets plus custom mode. Live preview, no restart. Themed elements update across every panel without rebuilding UI.

Bound to a host

Linking & Pivots

Bind emitters to any instance. Four modes — Weld, Follow, Pivot, WeldWithoutRotation — for full reference-frame control.

From game code

Scripter API

Use particles from server scripts, client scripts, ModuleScripts. Insert the runtime, require(), emit. About thirty public methods across emission, lifecycle, texture pinning, and runtime introspection.

Sweeping rites

The Toolbench

Nine tools that operate on the current selection: Resize, Retime, Hue, Clipboard, Shifter, plus four utilities (Scan, Insert, Emit Code, Optimization Indicator). Bulk operations across many emitters at once.

Hidden Depths

Scholar's notes — advanced topics few users encounter at first.

Nesting

emergent behavior

Place a transformed item inside another’s Render Template, and the inner item emits with each clone of the outer. Recursive depth, no opt-out. The outer emitter’s EmitDelay still gates when it emits; nested emitters fire as soon as their parent does, with their own EmitDelay suppressed for the nested trigger.

Native Editing

ParticleEmitter, Trail, Beam

Roblox’s built-in ParticleEmitter, Trail, and Beam get the full property panel, Graph Editor, Inventory, and Clipboard without Transform. For workflows that prefer stock Roblox particles with the plugin’s tooling.

Events

OnEmit, OnHit, OnDeath

Per-emitter callbacks at lifecycle moments. Chain one emitter’s emit / hit / death / destruction into another’s burst, bounce particles off walls with Collide modes (Off / Kill / Stop / Bounce + Bounciness, Friction, Spin), attach trustable Luau scripts via the in-panel script ceremony.

Beam GraphBlender

Beam-only

Multi-state Color and Transparency animation across a beam’s lifetime. Each state holds its own graphs and a Time on the 0 to 1 axis. The engine blends smoothly between adjacent states each frame; heavily optimised for many concurrent beams.

Texture Pinning

PreloadTexture attribute

Opt-in attribute that prevents GPU texture eviction. Worth turning on for skill effects fired sporadically — without it, Roblox re-decodes the texture on each cast and stutters the first frame.