VFX Editor - all your VFX needs, in one

What is VFX Editor?

VFX developers currently need to use a large number of tools to work effectively, as the default tools in Studio lack certain features, requiring plugins to fill the gaps. These tools vary in quality and often do not integrate well with each other.

To address this, VFX Editor was created. This plugin offers a comprehensive set of features that integrate seamlessly, complete with full redo/undo functionality and a beautiful UI built using FusionComponents. It has a minimal learning curve and can serve as a seamless replacement for the existing properties window.

Features

Currently, VFX Editor includes the following features:

  • A custom number sequence editor, supporting a wide range of easing styles and full Bezier curve support.
  • A color sequence editor.
  • A texture storage system, which simulates a custom file system for textures, with full flipbook support.
  • Comprehensive support for every relevant property, allowing you to replace multiple plugins and the default Roblox properties window with a single, all-encompassing tool.
  • Full undo/redo support for almost every action.
  • Full theme support, with both a default light and dark theme.
  • A lightweight mode, offering a stripped-down version of the plugin that includes only the most essential features, designed to mimic the original properties window for a minimal learning curve.

Get Started

VFX Editor is available via either the Roblox Marketplace, or via GitHub.

The GitHub repository contains both pre-built releases or allows you to build VFX Editor yourself. A guide for this is in the README.

The VFX Editor Wiki contains a short explanation of each menu and keybinds that may not be obvious at first sight. It is recommended to review it in order to ensure that you are using the plugin effectively.

Interface

Below, each menu is individually showcased in both light and dark mode. The themes automatically adapt to your Studio theme, and the plugin maintains a consistent design no matter which theme you use.

Main Interface


Texture Storage

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NumberSequence Editor

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ColorSequence Editor

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Settings


Lightweight Mode

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Links

ROBLOX Marketplace Link - https://create.roblox.com/store/asset/18800449515
GitHub repository - GitHub - VirtualButFake/vfx-editor: An all-in-one tool for creating visual effects on Roblox.
VFX Editor Wiki - Home · VirtualButFake/vfx-editor Wiki · GitHub

If you encounter any issues or have suggestions, please let me know in this thread or create an issue on the GitHub repository!

96 Likes

This is probably one of the biggest W in the history of VFX

7 Likes

Very cool! I recommend setting the default emit amounts (EmitCount) from the particle attributes (if they exist), just so migration & scripting with the plugin is easier. Haven’t look too in-depth yet, but EmitDelay and EmitDuration are also properties to include. COol plugin tho!

3 Likes

Are these attribute names standardized across the board (as in, are they always named “EmitCount” and “EmitDelay” in all plugins)? I wouldn’t mind defaulting to these if so.

3 Likes

very good plugin, yeah EmitDelay and EmitCount would be very nice. I’m hoping this plugin can replace my current VFX plugin. one thing I would love to see if the ability to set a number seq to a predefined tween style with a min and a max and N amount of points, heres an example: https://gyazo.com/646d30facd3c97ced15901063d7d7788. EmitDelay and EmitCount is #1 priority though, plugin is slightly unusable for vfx creation until those are used, since they are standard for scripts etc.

1 Like

You’re right. On that note, graph presets would also be good.

I don’t think graph presets would be a significant gain in terms of efficiency, simply due to the fact that implementing such a thing would ultimately require the same amount of clicks (currently you just drag the final point and set the first point’s tweening style and you have practically the same effect). However, if there’s significant demand I’ll consider implementing it.

Just confirming, are you referring to the plugin automatically taking the current values or the feature existing in general? ParticleEmitters should already support these features under the “Emission” category, which you can then emit through the “play” button that items in the tree have.

might definitely be my new tool, especially because of customizable size cap and squash, something Roblox doesn’t seem to want to do but yet permits it.
Had to use a clumsy number/color sequence editor for a long while until this showed up (though this one visualised particles as trails, but i can accept the compensation being a higher quality plugin in return)

when you’re making many different particles, its nice to have presets where i can say i want the property to go from value A to value B using Quad preset with N points. You could atleast have the ones that are most used like linear, sine, quad, cubic bezier etc. It looks like you already have a list of graph presets as defaults, let us use those while creating a particle with any number sequence for transparency and size etc. your point about the same amount of clicks isn’t right because if i want to test a quad preset with many different values until it looks right, it would be tedious to have to recreate a quad looking sequence with the new values each time. I would rather just be able to input a new number as “value B” and click the easing style i want.

1 Like

This is goated and very much needed in the commmunity!

Pretty sure they are. W plugin btw

There’s a huge bug where after you input the id for the selected texture, if you don’t hit enter and you proceed to change the flipbook layout, roblox studio crashes with this message:

EDIT: The error is now happening every single time I try to create a new texture

2 Likes

Also, when I try to change the flipbook layout of a texture, this error appears:

1 Like

Just got this report from someone else as well, I’ll have a look!

1 Like

v1.0.5

Changes

  • Bump themeFramework and fusionComponents for more extensible appearance modification support.
  • Emit Delay and Emit Count will now look for existing attributes in order to make migration easier

Fixes

  • Experimental fix for crashing when interacting with property fields in a certain way
  • Fixed Flipbook image preview race condition
2 Likes

v1.0.6

Changes

  • Update fusionComponents to fix potential recursive state error

  • TexturePicker now uses a different list format to prevent state updates causing unecessary rerenders

GitHub Release

1 Like

ont only do we want it to use Emit Delay and Emit Count to update the default value, can you also update those attributes when we use your plugin?

Changing the emit count and emit delay now doesn’t work in your plugin if EmitCount and EmitDelay is present in the attributes. You are always returning the EmitCount and EmitDelay attribute as the default value: https://gyazo.com/566b9c064bd6c02d910f52b36a7db6ca. You need to either prioritize your attribute or update EmitCount and EmitDelay as well

are you planning to be able to import decals in import instances? (making a server for this or something would be useful as people can share their json data with others to import)