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vfx-fx

vfx-fx

github.com/arjun988Creative & media1.3k270 installsUpdated 16w ago
Repository

About vfx-fx

vfx-fx is a Blender skill for designing readable visual effects for games and cinematic work. It covers effect planning, simulations and Geometry Nodes, with separate guidance for real-time assets, rendered volumes, and hybrid exports.

Key features

  1. 01Effect timing and silhouette planning
  2. 02Simulation and Geometry Nodes workflows
  3. 03Smoke, fire, sparks, and debris approaches
  4. 04Controlled volume-domain setup
  5. 05Game-ready cards and flipbook exports
  6. 06Caching and render workflow

Use cases

  1. 01Creating real-time game effects
  2. 02Building cinematic smoke or fire
  3. 03Designing magic or sci-fi energy effects
  4. 04Baking Blender simulations for engine use

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/arjun988/blender-skills --skill vfx-fx

After installing, type/vfx-fxin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
fx-timing-brief.md
game-fx-export.md
volume-domain-rules.md

Details

From the project README

VFX / FX

Readable effects. Controlled simulation domains. Game sprites vs cinematic volumes.

When to Use

  • Smoke, fire, dust, sparks, debris
  • Magic / sci-fi energy FX
  • Muzzle flashes, trails, impacts
  • Geometry Nodes driven particle systems

Path Decision

Game real-time → Meshes/cards/ribbons + emissive mats (+ GN)
Cinematic     → Mantaflow / particles / GN → render → comp
Hybrid        → Sim in Blender → bake flipbooks/meshes for engine

Workflow

Brief (silhouette + timing) → Proxy emitter → Sim/GN prototype
  → Art-direct motion → Materials/lights → Cache → Render/comp or export

Effect Types

TypeBlender Approach
Smoke/fireMantaflow domain + flow; keep domain tight
SparksParticle Newtonian + collision + trail
DebrisRigid body shards (physics-sim)
Magic ribbonsCurves / GN extrude + emissive
Dust hitShort particle burst + soft sprites

Domain Rules (Volume)

  • Domain only as large as needed
  • Resolution from low → high after motion approved
  • Open borders intentionally; avoid wasted empty voxels
  • Collection: COL_FX_[Shot]

Naming

  • Emitters: FX_Emit_[Name]
  • Domains: FX_Domain_[Name]
  • Caches: document frame range in brief

Game Export Notes

  • Prefer mesh cards / GN instances over volume export
  • Atlas flipbooks when baking fire/smoke for engines
  • Keep pivot at logical spawn point

Constraints

MUST DO
  • Approve motion at low res before high-res sim
  • Light FX intentionally (emissive + key)
  • Cache before final render
MUST NOT DO
  • Huge empty domains
  • Unbounded particle counts
  • Skip timing brief (start/peak/end frames)

Reference Guide

TopicReferenceLoad When
Fx Timing Briefreferences/fx-timing-brief.mdWhen needed
Volume Domain Rulesreferences/volume-domain-rules.mdWhen needed
Game Fx Exportreferences/game-fx-export.mdWhen needed

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