tabooharmony/roblox-brain

roblox-animation-vfx

Use when implementing Roblox character animations, particles, beams, trails, tweens, camera shake, or other visual effects.

Trending #7969 First seen May 28, 2026

Installation

$ npx skills add tabooharmony/roblox-brain --skill roblox-animation-vfx

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 42
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 1,921 B
  • docs SUMMARY.md 148 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 620 installs

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 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.