Individual skill
roblox-animation-vfx
Use when adding, changing, or fixing Roblox animations, particles, beams, trails, tweens, camera shake, or other visual effects.
skills/gameplay/roblox-animation-vfx/SKILL.md
Source commit ceee4aaa5004502e2a51d78b3c33bba44d84742b
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- License
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- agent-skills Repository topic
- ai-skills Repository topic
- claude-code Repository topic
- codex Repository topic
- cursor Repository topic
- game-development Repository topic
- luau Repository topic
- roblox Repository topic
- roblox-studio Repository topic
- engineering Derived category
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SKILL.mdcore · 3,058 bytesreferences/full.mddoc · 17,966 bytes
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# roblox animation and vfx
## When to Load
Load when implementing character animation, particle or beam effects, tweens, camera feedback, or visual cleanup.
## Quick Reference
- Load tracks through an `Animator` on a `Humanoid` or `AnimationController`; set `AnimationTrack.Priority` deliberately.
- Use `GetMarkerReachedSignal()` for named gameplay or presentation cues, then disconnect or replace the listener when the track ends.
- Track lifecycle: `Ended` is post-fade cleanup; `Stopped` includes explicit stops. Same-priority tracks blend by weight; see full.md for control and loading guards.
- A burst `ParticleEmitter` usually has `Rate = 0` and uses `:Emit(count)` with a bounded lifetime; use pooling for frequent effects.
- Shape each effect as readable phases: warning, contact, brief peak, and fade. Give impact a clear silhouette before adding secondary particles, light, sound, or camera feedback.
- Use native particle flipbooks for animated textures; choose OneShot for a single impact or vary start frames for organic repetition. Custom mesh/image flipbooks may need their own playback code.