Ribbon Particle trail for character scarf?

Howdy.
I I have made a simple material with a panning texture with opacity that i have set to a ribbon particle emitting from a characters head. The ‘scarf’ must blow somewhat erratically when character is still and act as a movement trail for when the character moves, so far it works pretty good when i add it to a socket in the head. However i am having an issue On both the first and last segments of the ribbon trail as the pop into/out of existence. I cant seem to find a way to Link the most recent particle to the origin.
Perhaps im wrong here, shouldn’t use particles for this and i should have a series of points on a spline that i keep a set distance from each other or some kind of shader?

Any feedback would be appreciated

I’ve experienced the exact same problem and managed to resolve it by increasing both the Unit scalar and Spawn per unit constant in the Spawn PerUnit module.

For example, if I had
Unit scalar 100
Spawn per unit 1

I would increase it to
Unit scalar 1000
Spawn per unit 10

I imagine that this happens when the velocity of the source exceeds the unit scalar somehow, and this segments it correctly.

(However, I’m experiencing a different issue where the first segment overlaps the second one and everything else looks fine. It seems the ribbons are kind of broken for fast-moving sources. You’ll probably have to find a way to mask these things somehow.)