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.