Fluxa — A Custom Runtime Animation Engine for Roblox
What is Fluxa?
Fluxa is a complete runtime substitute for Roblox’s built‑in Animator and AnimationController.
Instead of relying on the limitations of Roblox’s animation system, Fluxa lets you:
- Load KeyframeSequences directly
- Build procedural animation logic in code
- Create runtime blend trees
- Implement custom state machines
- Apply IK, retargeting, and procedural layers
- Write directly to Motor6D.Transform, Bone.Transform, and AnimationConstraint.Transform
- Build animation systems similar to Unreal Animation Blueprints or Unity Playables
This tool does not alter the process of animating at all.
Fluxa is designed for scripters who want full control over animation behavior at runtime — something Roblox’s built‑in Animator does not provide.
I originally built this because I needed a workflow like this for my own projects, and I’m releasing it for anyone who wants the same level of control.
Project Status Notice
Fluxa is currently in active development, and the API, structure, and features are subject to change as the library evolves.
Full documentation will be added here once the API stabilizes.
For now, you can explore the included demo place to learn the basics.
Additional examples will be added for every feature in future updates.
Clips of Demos 1, 2, and 3
The example 1 demo showcases an R6 procedural 5‑way locomotion blend tree, blending between animations based on relative movement direction.
Medal Clip
The example 2 demo showcases an R15 procedural momentum-based blend tree between, blending between 3 movement animations mixed with a jump, fall, and landing animation set.
Medal Clip
The example 3 demo builds upon example 2, showcasing the packaged FluxaController, AnimationLayers, and the Network Replication of Animations via the packaged FluxaReplicationService.
Medal Clip
These are just some of the basic examples of what Fluxa can do — the system is designed to support far more advanced animation logic.
Getting Started
For Rojo + Wally users
Add the latest version to your wally.toml from here Wally
For Studio users
(fluxa-dev uncopylocked) Fluxa Dev | Play on Roblox
Is Fluxa redundant now that Roblox has an Animation Graph Editor?
No — and here’s why.
Roblox’s new Animation Graph System (currently in beta) is a visual authoring tool.
It lets animators build graphs inside an Animation asset, similar to Unity’s Animator Controller.
But it is not a runtime animation engine.
Roblox’s Animation Graph System:
- Runs inside the Animator
- Cannot be modified at runtime
- Cannot generate graphs procedurally
- Cannot blend multiple graphs together
- Cannot perform IK or retargeting
- Cannot override Motor6D, Bone, and AnimationConstraint transforms
- Cannot replace the Animator
- Only exposes parameter updates, not graph control
Fluxa:
- Runs outside the Animator
- Fully scriptable
- Fully runtime‑driven
- Supports procedural animation
- Supports custom IK and retargeting solvers
- Supports custom blend trees
- Supports runtime state machines
- Writes directly to Motor6D.Transform, Bone.Transform, and AnimationConstraint.Transform properties
- Lets you build animation logic in pure code
In short:
Roblox’s Graph Editor = visual authoring tool for animators
Fluxa = runtime animation engine for programmers
They solve different problems and complement each other rather than overlap.