# Roblox Animation Vfx

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

- Skill: `tabooharmony/roblox-animation-vfx` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds@latest add tabooharmony/roblox-animation-vfx`
- Raw SKILL.md: https://api.skillmd.com/api/skills/tabooharmony/roblox-animation-vfx/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: tabooharmony (https://skillmd.com/u/tabooharmony)
- Updated: 2026-09-10
- Page: https://skillmd.com/skills/tabooharmony/roblox-animation-vfx

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# 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.

