$npx -y skills add TabooHarmony/roblox-brain --skill roblox-animation-vfxUse when implementing Roblox character animations, particles, beams, trails, tweens, camera shake, or other visual effects.
| 1 | # roblox animation and vfx |
| 2 | |
| 3 | ## When to Load |
| 4 | |
| 5 | Load when implementing character animation, particle or beam effects, tweens, camera feedback, or visual cleanup. |
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| 7 | ## Quick Reference |
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| 9 | - Load tracks through an `Animator` on a `Humanoid` or `AnimationController`; set `AnimationTrack.Priority` deliberately. |
| 10 | - Use `GetMarkerReachedSignal()` for named gameplay or presentation cues, then disconnect or replace the listener when the track ends. |
| 11 | - A burst `ParticleEmitter` usually has `Rate = 0` and uses `:Emit(count)` with a bounded lifetime; use pooling for frequent effects. |
| 12 | - Beams and trails need two attachments with a stable world-space relationship and a cleanup owner. |
| 13 | - 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. |
| 14 | - In Server Authority projects, keep synchronized animation logic in `RunService:BindToSimulation()`, query current tracks instead of caching handles across rollback, and make predicted effects reversible. |
| 15 | - Profile particle counts, lights, post-processing, and per-frame camera work on the target device class. |
| 16 | |
| 17 | **Need the details?** Load `references/full.md` for animation and effect recipes. |