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:
- Spawn hidden clone models of the knight.
- Animate them fading in/out with transparency and scale.
- 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
MeshPartorParthierarchy. - An
Animation(orKeyframeSequence) for the walk/pose.
- A
2. Organize the model
Inside the Model:
- Create a folder called
Partsand put all visual parts there. - Add an
Animationobject (orKeyframeSequence) 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)
- Add an
KeyframeSequenceto your model. - 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.
- 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
PointLightorSphereContactHandlewith:- Low brightness.
- Dark color.
- Or use a
SurfaceGuiwith 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
Soundwith 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
Outputto log spawn times.
- If clones don’t fade:
- Check that
Transparencyis being tweened. - Ensure
TweenServiceis not disabled.
- Check that
- If clones are in the wrong place:
- Verify
PrimaryPartis set correctly on both main model and clones.
- Verify
🧾 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.