Dear VFX makers, i present to you Jad's Emit Plugin!

I have created an emit plugin that functions well by being able to Emit Beams, meshes and particles.

Features

This plugin allows you to emit particles as you would the existing particle emit plugin, with the addition of a rest button to reset your values quicker.

The beam emit allows you to emit beams with two new added options, width1 which is the end, and duration, which is how long it would last. EmitDelay works on beams as well. Beams and particles can be emitted simultaneously, although its recommended to customise them individually.

The mesh emit allows you to emit meshes with 6 new added options. CFrame which allows you to change the cframe of the mesh, either by moving it forwards or backwards. Upwards downwards, etc, then we have SIze which adds size to the mesh’s existing size, we have transparency which alters the mesh’s transparency, and also orientation which lets you rotate the rotation, then we have time, which is how long it will take to change the mesh and duration which will be waited before returning the part to its original state. We also have EmitDelay which also works on meshes.

Showcase

beam emit with mesh and particle
ignore the bad vfx (im learning)
hehe
zero
woahhhhhh (my 5th vfx) (this one is really practical example)

IMPORTANT

PLEASE KEEP IN MIND, THIS IS A SOFT RELEASE ALL BUGS AND ISSUES WILL BE FIXED IF YOU JUST SHOW ME THEM! thisisjad#0155 or just reply with a bug!

Also please if you install the plugin, please like it or star it, thanks!

Install today!

Emit Plugin - Website
Jads Emit plugin (V1) - Roblox

scroll to the bottom

Care to support me?
PayPal.Me Paypal
Emit Plugin Donation Normal - Roblox - 150
Emit Plugin Donation Mid Tier - Roblox - 500
Emit Plugin Donation High - Roblox - 5000
Emit Plugin Donation Crazyyyyy Tier - Roblox - 20000

Credits

goated vfx artist, provided most of the vfx ZeroFx#8621 the rest I made, (the ones I made are quite visible)

Eggs#6975 (I feel like I just need to put eggy here because the sky is high)

ozzy’s emit plugin

Have a good day!

54 Likes

they’re probably talking about the Top Icons.

You really are talented! BRAVO :star_struck:

2 Likes

My god, amazing! I like this resource, but i didnt check it yet.
I’ll check soon

2 Likes

This looks great! I will very much be using this!
One issue is that it doesn’t seem to be showing up in my plugin bar…

It doesn’t show up in the plugin bar whatsoever! It automatically shows up on your screen when you select a particle instance, a beam instance or a mesh part!

1 Like

Ohhhhh I see. Thanks!

Cool plugin, only thing id like to see changed is for a setting that will automatically remove attributes when deselecting the mesh/particle emitter/beam, as they linger after publish.

Wety, great point. I was thinking of doing something but I realised that the attributes are quite useful when scripting, I might move the attributes from meshes but would not move the EmitCount or EmitDelay attributes as they are both frequently used when scripting. Anyways tune in for update 1 coming soon!

1 Like

Makes the work flow more efficient in terms of VFX, thanks for this. Vouch! (:

1 Like

Hello, Update one is in the works. If you would like any features to be added to the update please reply to this message with them. Thanks.

Hi,

Do you have an rbxl file that shows your examples in it?

Thanks

Hey, no that was private vfx, sorry!

oh, bummer…
it looked nice
real
nice

1 Like

hi, I made a tutorial for those who dont get it Jad's Emit Plugin | reax | roblox studio - YouTube bye

This isn’t working for me, The Plugin Icon is not showing.

I said in the tutorial, there is no plugin icon, the plugin is visible when you select a Particle Emitter, Beam or mesh part

1 Like

this is really nice for testing FX. It would be amazingly useful if we could export values to a script!

I noticed there wasn’t a script mentioned anywhere that actually uses the plugin, so I made a simple one for beams and particle emitters:

local ts = game:GetService("TweenService")
local function emit(part) -- part is the parent of all your vfx
	for i, v in part:GetDescendants() do
		if v:IsA("ParticleEmitter") then
			v.Enabled = false
			task.spawn(function()
				if v:GetAttribute("EmitDelay") then
					task.wait(v:GetAttribute("EmitDelay"))
				end
				if v:GetAttribute("EmitCount") then
					v:Emit(v:GetAttribute("EmitCount"))
				end
			end)
			
		elseif v:IsA("Beam") then
			v.Enabled = true
			if v:GetAttribute("Width0") and v:GetAttribute("Width1") and v:GetAttribute("Duration") then
				task.spawn(function()
					if v:GetAttribute("EmitDelay") then
						task.wait(v:GetAttribute("EmitDelay"))
					end

					v.Width0 = 0
					v.Width1 = 0

					ts:Create(v, TweenInfo.new(v:GetAttribute("Duration"), Enum.EasingStyle.Quad, Enum.EasingDirection.Out,0, true), {Width0 = v:GetAttribute("Width0"), Width1 = v:GetAttribute("Width1")}):Play()

				end)
			end 
		end
	end
end
3 Likes

although this is a bit old, if you’re still planning on working on this plugin i recommend you to use tables or values in serverstorage rather than attributes to save the values for the parts, the attributes get a bit annoying at times