roblox-animation-vfx
Use when implementing Roblox character animations, particles, beams, trails, tweens, camera shake, or other visual effects.
By tabooharmony · 647 installs
npx skills add tabooharmony/roblox-brain --skill roblox-animation-vfx
Source repository · Upstream listing
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.
A burst ParticleEmitter usually has Rate = 0 and uses :Emit(count) with a bounded lifetime; use pooling for frequent effects.
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.