roblox-animation-vfx
Installation
SKILL.md
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
Animatoron aHumanoidorAnimationController; setAnimationTrack.Prioritydeliberately. - Use
GetMarkerReachedSignal()for named gameplay or presentation cues, then disconnect or replace the listener when the track ends. - A burst
ParticleEmitterusually hasRate = 0and 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.
- Beams and trails need two attachments with a stable world-space relationship and a cleanup owner.
- Tween a bounded set of properties with
TweenService:Create; cancel or destroy temporary effects when their owner ends, and useDebris:AddItemfor simple lifetimes. - In Server Authority projects, keep synchronized animation logic in
RunService:BindToSimulation()(requiresWorkspace.UseFixedSimulationenabled in Studio), query current tracks instead of caching handles across rollback, and make predicted effects reversible. - Profile particle counts, lights, post-processing, and per-frame camera work on the target device class.
Need the details? Load references/full.md for animation and effect recipes.