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roblox-animation-vfx

roblox-animation-vfx

github.com/tabooharmonyCreative & media1382.5k installsUpdated 2w ago
Repository

About roblox-animation-vfx

roblox animation and vfx is a skill for implementing character animation and visual effects in Roblox. It covers animation-track lifecycle, effect design and cleanup, with additional guidance for server-authority projects and performance profiling.

Key features

  1. 01Load and prioritize animation tracks
  2. 02Connect gameplay cues to animation markers
  3. 03Design phased particle and impact effects
  4. 04Manage tween and temporary-effect cleanup
  5. 05Handle rollback-aware effects and profile performance

Use cases

  1. 01Adding animation cues to gameplay
  2. 02Creating bounded particle bursts and impact effects
  3. 03Cleaning up temporary beams, trails, and tweens
  4. 04Profiling visual effects on target devices

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-animation-vfx

After installing, type/roblox-animation-vfxin Claude Code to confirm it loaded.

Bundled filesreferences/full.md

Details

From the project README

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.
  • 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 use Debris:AddItem for simple lifetimes.
  • In Server Authority projects, keep synchronized animation logic in RunService:BindToSimulation() (requires Workspace.UseFixedSimulation enabled 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.

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