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how do i create the roaring knight effect in roblox studio? (the duplications)

To create the Roaring Knight “duplication” effect in Roblox Studio (like the shadow clones you see in the official intro), you’re basically doing three things:

  1. Spawn hidden clone models of the knight.
  2. Animate them fading in/out with transparency and scale.
  3. Chain them so they appear one after another, marching forward.

Below is a practical, step-by-step guide.

🎯 What the “duplication” effect actually is

In the Roaring Knight intro, you see:

  • A main knight model that appears and moves.
  • Several “shadow” duplicates that:
    • Pop in slightly behind.
    • Fade out as they get further back.
    • Give a “mass appearing” feeling.

This is not a special engine feature; it’s just scripted model spawning + animation + visual effects.

🧱 Step 1: Prepare your Roaring Knight model

1. Get or build the model

  • You can:
    • Download a Roaring Knight model from the Roblox catalog or forums.
* Or build your own using parts (head, torso, swords, etc.).
  • Make sure the model is a single Model in Explorer, with:
    • A MeshPart or Part hierarchy.
    • An Animation (or KeyframeSequence) for the walk/pose.

2. Organize the model

Inside the Model:

  • Create a folder called Parts and put all visual parts there.
  • Add an Animation object (or KeyframeSequence) for the main movement.
  • Mark the main knight as visible (Transparency = 0).

🧩 Step 2: Create the duplication clones

1. Decide how many clones

Typical: 3–6 duplicates.

2. Clone setup

In your script, you can do:

lua

local KnightModel = script.Parent  -- or whatever model you use
local cloneCount = 5
local cloneDelay = 0.25
local fadeDuration = 1.5

local parts = KnightModel:GetDescendants()
    :filter(function(d) return d:IsA("MeshPart") or d:IsA("Part") end)

for i = 1, cloneCount do
    local dup = KnightModel:Clone()
    dup.Name = "KnightDup_" .. i
    dup.Parent = KnightModel.Parent

    -- Position it slightly behind the main knight
    local mainPos = KnightModel.PrimaryPart.Position
    dup.PrimaryPart.Position = mainPos - (dup.PrimaryPart.CFrame.RightVector * (i * 2))

    -- Make it shadowy
    for _, p in ipairs(dup:GetDescendants()) do
        if p:IsA("MeshPart") or p:IsA("Part") then
            p.Transparency = 0.6
            p.Material = Enum.Material.Neon
        end
    end

    -- Fade out
    for _, p in ipairs(dup:GetDescendants()) do
        if p:IsA("MeshPart") or p:IsA("Part") then
            p.TweenInfo = TweenInfo.new(fadeDuration, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
            local tween = game.TweenService:Create(p, p.TweenInfo, {Transparency = 1})
            tween:Play()
            tween.Completed:Connect(function()
                dup:Destroy()
            end)
        end
    end

    -- Optional: simple walk animation
    if KitchenAnimation then
        local animPlayer = dup:FindFirstChild("Animator") or dup:Clone()
        -- attach animation to Animator and play
    end

    -- Delay spawn
    task.wait(cloneDelay)
end

This is a template ; adapt it to your exact model structure. Key points:

  • Clones are created with Model:Clone().
  • They’re moved slightly behind using their PrimaryPart.
  • Transparency is increased over time to fade out.
  • They’re destroyed once fully invisible.

🎥 Step 3: Animate the main knight

You want the main knight to:

  • Spawn in with a dramatic pose.
  • Move forward.
  • Maybe do a sword slash or teleport.

Using KeyframeSequences (no external animations)

  1. Add an KeyframeSequence to your model.
  2. In the animation editor:
    • Frame 0: knight appears (scale 0 → 1, or transparency 1 → 0).
    • Frames 10–30: walk/pose.
    • Frames 30–50: slash or teleport.
  3. In script:
lua

local ks = KnightModel:FindFirstChild("YourKeyframeSequenceName")
if ks then
    local track = KnightModel:FindFirstChild("Animator"):LoadAnimation(ks)
    track.PlaybackSpeed = 1
    track:Play()
end

(You may need to add anAnimator if your model doesn’t have one.)

🔁 Step 4: Trigger the duplication effect

You can trigger this:

  • On game start (for an intro).
  • When a player presses a key.
  • When an enemy spawns.

Example: play on game start:

lua

game.Loaded:Connect(function()
    spawn(function()
        wait(2) -- wait for intro
        createKnightDuplications(KnightModel)
    end)
end)

Wrap your duplication logic in a function createKnightDuplications(model).

🌟 Extra polish to make it look “Roaring Knight-like”

1. Add shadow/glow

  • Put a PointLight or SphereContactHandle with:
    • Low brightness.
    • Dark color.
  • Or use a SurfaceGui with a dark, glowing texture.

2. Camera shake

Use a simple camera tween when clones spawn:

lua

local cam = workspace.CurrentCamera
local orig = cam.CFrame
local tween = game.TweenService:Create(cam, TweenInfo.new(0.2), {CFrame = orig * CFrame.Angles(0.05, 0.05, 0)})
tween:Play()
tween.Completed:Connect(function()
    cam.CFrame = orig
end)

3. Sound

  • Add a Sound with a deep rumble or sword clash.
  • Play it when the first clone appears.

🧪 Testing and debugging tips

  • Run the game in Studio and:
    • Watch the Explorer to see clones being created.
    • Use Output to log spawn times.
  • If clones don’t fade:
    • Check that Transparency is being tweened.
    • Ensure TweenService is not disabled.
  • If clones are in the wrong place:
    • Verify PrimaryPart is set correctly on both main model and clones.

🧾 Summary

To recreate the Roaring Knight “duplication” effect:

  • Clone the knight model multiple times.
  • Offset clones slightly behind the main.
  • Animate them with increasing transparency until they vanish.
  • Chain spawns with small delays.
  • Add camera shake, lighting, and sound for drama.

If you want, I can give you a complete standalone script tailored to a specific model structure (just describe how your knight model is organized in Explorer). Information gathered from public forums or data available on the internet and portrayed here.