I've tried making a script that would duplicate many particle emitters inside each parts of the player's character (Im using a dummy instead). It works but it's not very "smooth" and some particle disappears because there's sometimes too much particles. If i increase the particle size, the aura doesnt have an "human shape" anymore. I dont know what to do to fix it
Here is my script :
local dummy = game.Workspace.Dummy
for _, child in pairs(dummy:GetChildren()) do
if child:IsA("MeshPart") or child.Name == "Head" and child.Name ~= "UpperTorso" then
if string.match(child.Name, "Hand") then
local particle = dummy.UpperTorso.ParticleEmitter:Clone()
particle.Parent = child
particle.Size = NumberSequence.new(0.2, 0.2)
else
local particle = dummy.UpperTorso.ParticleEmitter:Clone()
particle.Parent = child
end
end
end
For the particle emitter being copied : Size = 0.3 Rate = 150 Speed = 0Z Offset = -1 (to make the aura to not hide the player) Lifetime = 60 Transparency = 0
Here's a look of what it does : https://imgur.com/a/pMMX3kY (The bottom does have particles, we just cant see it because of too much particles)

3 comments
Straight from wiki on ParticleEmitters: Lifetime of an emiter caps at 20 and Rate at 500. The limit for rendering is about 16k particles so I'm sure you're exceeding that if this is all in one emitter. Try seeing if using multiple PEs helps render this or reduce some values.
You would use one emitter for each limb. It also helps if you do this on the client.
Wiki page might not be updated if you're able to use 60 as Lifetime now that I think about it. Could be less particles able to be rendered.