Afterimage mesh effect not fading or changing color

Godot Version

4.5.1

Question

was trying to implement afterimages of meshes when i dash

func create_afterimage():
if not visuals:
return

var ghost := visuals.duplicate()
get_tree().current_scene.add_child(ghost)
ghost.global_transform = visuals.global_transform

# Stop any active animations
if ghost.has_node("AnimationPlayer"):
	ghost.get_node("AnimationPlayer").stop()

# Collect all mesh children of the ghost
var mesh_list: Array = []
for child in ghost.get_children():
	if child is MeshInstance3D:
		mesh_list.append(child)

# Apply transparent color and start fade
for mesh in mesh_list:
	mesh.modulate = Color(afterimage_color.r, afterimage_color.g, afterimage_color.b, 1.0)
	var tween :Tween= mesh.create_tween()
	tween.tween_property(mesh, "modulate:a", 0.0, afterimage_fade_time)

# Clean up ghost node after fade completes
var cleanup_timer := get_tree().create_timer(afterimage_fade_time)
cleanup_timer.timeout.connect(func():
	if is_instance_valid(ghost):
		ghost.queue_free()
)

thats the code
the code creates the after images and delets them, but doesnt apply the color not the fading

MeshInstance3D doesn’t have a .modulate property, maybe you want to use .transparency? Or a material resource’s .albedo_color?

Make sure to post errors/warning you get

thanks for the insight
it worked