roblox-animation-vfx · git:20260807.97769b4 · 2026-08-07 · sha256 7e6a274c4bc4ea3b
roblox-animation-vfx git:20260807.97769b4A
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--- name: roblox-animation-vfx description: "Use when implementing Roblox character animations, particles, beams, trails, tweens, camera shake, or other visual effects." last_reviewed: 2026-07-26 sources: - https://create.roblox.com/docs/animation/using - https://create.roblox.com/docs/reference/engine/classes/Animator - https://create.roblox.com/docs/reference/engine/classes/ParticleEmitter - https://create.roblox.com/docs/reference/engine/classes/TweenService - https://create.roblox.com/docs/projects/server-authority - https://create.roblox.com/docs/projects/server-authority/techniques - original --- # 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.