roblox-animation-vfx — Claude Code skill for Roblox animation and VFX
A skill that helps your coding agent write and fix Roblox animations, particles, beams, trails and tweens.
npx skills add TabooHarmony/roblox-brain --skill roblox-animation-vfx -a claude-codeWhat roblox-animation-vfx does
The skill loads when you add or fix visual effects in Roblox: character animation, ParticleEmitter, beams, trails, tweens, camera shake. It also covers the annoying cases — an effect that stays invisible, feels too weak, lags, or never cleans up, and an animation that won't play or blend.
Inside is a quick reference to the engine pieces that matter. Tracks load through an Animator on a Humanoid or AnimationController, and AnimationTrack.Priority gets set on purpose. Named gameplay cues go through GetMarkerReachedSignal(), with the listener disconnected or replaced when the track ends. A burst ParticleEmitter usually runs with Rate = 0 and fires :Emit(count); frequent effects get pooled. Beams and trails need two attachments with a stable world-space relationship and an owner that removes them.
There is a separate section for Server Authority projects. Synchronized animation logic belongs in RunService:BindToSimulation(), which requires Workspace.UseFixedSimulation enabled in Studio. Current tracks are queried instead of cached across rollback, and predicted effects are made reversible. Profiling particle counts, lights and per-frame camera work should happen on the target device class. For recipes, the skill points to references/full.md.
What it helps with
- shape a hit effect into readable phases: warning, contact, peak, fade
- fix an animation that won't play or blend
- stop effects from leaking when they never clean up
- set up a burst
ParticleEmitterwith:Emit(count)instead of a constant stream - move animation logic into
RunService:BindToSimulation()for Server Authority
Example prompts for the agent
- add a sword hit effect with particles, camera shake and a fade
- the run animation doesn't blend on transition — dig into it
- make the predicted effect reversible in a Server Authority project
How to install roblox-animation-vfx
1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-animation-vfx -a claude-code2Manually: put the files in place
~/.claude/skills/roblox-animation-vfx/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/roblox-animation-vfx/
1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-animation-vfx -a codex2Manually: put the files in place
.agents/skills/roblox-animation-vfx/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-animation-vfx -a cursor2Manually: put the files in place
.cursor/skills/roblox-animation-vfx/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install TabooHarmony/roblox-brain roblox-animation-vfx2Manually: put the files in place
.github/skills/roblox-animation-vfx/SKILL.md1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-animation-vfx -a gemini-cli2Platform CLI
gemini skills install https://github.com/TabooHarmony/roblox-brain --path skills/gameplay/roblox-animation-vfxManually: put the files in place
.devin/skills/roblox-animation-vfx/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-animation-vfx -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about roblox-animation-vfx
How do I install roblox-animation-vfx in Claude?
Run npx skills add TabooHarmony/roblox-brain --skill roblox-animation-vfx -a claude-code. The skill lands at ~/.claude/skills/roblox-animation-vfx/SKILL.md.
What does roblox-animation-vfx do?
It helps the agent write and fix Roblox animations, particles, beams, trails, tweens and camera shake, including cases where an effect is invisible or never cleans up.
What does the skill need to work?
Server Authority projects need Workspace.UseFixedSimulation enabled in Studio, with synchronized animation logic kept in RunService:BindToSimulation(). For detailed recipes the skill points to references/full.md.
Source text
SKILL.md · MIT
--- name: roblox-animation-vfx description: "Use when adding, changing, or fixing Roblox animations, particles, beams, trails, tweens, camera shake, or other visual effects." when_to_use: "Also when an effect is invisible, too weak, laggy or doesn't clean up, an animation won't play or blend, and when reviewing game feel or hit feedback." last_reviewed: 2026-10-14 sources: - https://create.roblox.com/docs/reference/engine/classes/AnimationTrack - 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/effects/particle-emitters - https://create.roblox.com/docs/tutorials/use-case-tutorials/vfx/create-volcanoes - https://create.roblox.com/docs/tutorials/use-case-tutorials/vfx/create-waterfalls - 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 - https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/reference/engine/classes/Instance.yaml --- # 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. - Track lifecycle: `Ended` is post-fade cleanup; `Stopped` includes explicit stops. Same-priority tracks blend by weight; see full.md for control and loading guards. - A burst `ParticleEmitter` usually has `Rate = 0` and 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 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.
© TabooHarmony · MIT · TabooHarmony/roblox-brain