Anime Blade Arc & Velocity Ribbon
Procedural mesh ribbon generation extruded along sword bone trajectories with velocity-stretched UV distortion.
A crisp, stylized anime weapon slash effect that trails behind fast-moving swords. Extrudes dynamic procedural 3D triangle ribbons that stretch based on blade tip angular velocity, with emissive ink splatter edges and glowing core gradients.
Traditional particle-based sword trails look like disconnected billboard puffs, and static mesh slashes don't conform when animations are dynamically blended or canceled in combat games.
Data pipeline flow and computational delegation across system layers:
Samples weapon root and tip bone world-space transform matrices every frame. Evaluates Catmull-Rom splines between frame points to generate smooth geometry even during low-framerate frame drops. An HLSL vertex shader distorts UV coordinates along the motion vector tangent to produce anime-style speed lines.
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