Well, Joojaa's idea is a good one, but i'm not sure it would work.
Here's an image of the new wipeout game (the old one looked better but u get the idea) -
http://gamesdomain.yahoo.com/psp/wipeout\_pure/screenshots/13
Those blue trails are the kind of look i want to acheive. Trouble is, I've used loads of transparency mapping for my objects, they're all low polygon sprites with images mapped onto them, so I can't composite stuff afterwards because the Z buffer ignores the transparent areas and really messes stuff up. So if i used that motionblur trick, it would still get messed up when i want to composite it. The trails weave in and out of stationary solid objects, so you'd need a working depthmap/zbuffer. I thought maybe i could render a pass with a the transparency on but the colour of the objects set to their distance from the camera, to get a kind of home-made depth map. Not the easiest thing in the world though!
Not sure if particles would be a good idea - i'd have to parent 300 different emitters to the 300 different objects, and there'd be so many particles, don't think my puny 2.4gHz 512mb laptop could cope.
Think i've managed to get the trails using the "create animated sweep" though. But i'd still like to be able to mess with them separately in post (using AfterEffects). Is there any way i can get a depthmap that isn't messed up by the transparent areas? or maybe attach a material ID to the surfaces like you can in 3D studio max? Or even just render separate passes with proper alpha maps?
Thanks guys!