roblox-animation-vfx
Skill150 starsChanged 53 days agoMITView on GitHub
Use when adding, changing, or fixing Roblox animations, particles, beams, trails, tweens, camera shake, or other visual effects.
1 other project uses a version of this, 1 of them edited.
Adopted by
Most recently taken up by
- szlay/roblox-baseedited, first seen Jul 24, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 1
- szlay/roblox-base★ 172% same
Wrote their own version · 0
None found.
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository29 other files it gives its agents.
- AGENTS.mdAGENTS.md
- roblox-architectureSkill
- roblox-collaboration-modeSkill
- roblox-dataSkill
- roblox-luau-coreSkill
- roblox-luau-patternsSkill
- roblox-luau-typesSkill
- roblox-networkingSkill
- roblox-performanceSkill
- roblox-securitySkill
- roblox-server-dataSkill
- roblox-analyticsSkill
- roblox-game-designSkill
- roblox-growth-designSkill
- roblox-monetizationSkill
- roblox-player-psychologySkill
- roblox-audioSkill
- roblox-buildingSkill
- roblox-cameraSkill
- roblox-guiSkill
- roblox-inputSkill
- roblox-lightingSkill
- roblox-localizationSkill
- roblox-npc-aiSkill
- roblox-physicsSkill
- roblox-cloudSkill
- roblox-publish-checklistSkill
- roblox-studio-mcpSkill
- roblox-toolingSkill
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 1 is distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 30
Use GetMarkerReachedSignal() for named gameplay or presentation cues, then disconnect or replace the listener when the track ends.
- Distinctive: line 34
Use native particle flipbooks for animated textures.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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. - Track lifecycle:
Endedis post-fade cleanup;Stoppedincludes explicit stops. Same-priority tracks blend by weight; see full.md for control and loading guards. - 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.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

