The Craft
You build a part the way you normally would — a mesh, a beam, a light. You select it, click Transform, and the plugin gives it the magic to emit particles. From that moment, a property panel beside the viewport controls everything: how often it emits, how long each particle lives, what it looks like, how it moves. Drag a graph, watch the next particles change.
Select
Click on a part, a beam, a trail, a light — any of eleven Roblox classes the plugin can transform into a custom emitter. Or pick a Roblox ParticleEmitter or Trail directly — the plugin edits those without needing to transform them. You can select several at once, even of different types.
Transform
Click the Transform button. The plugin wires your part into a particle emitter and opens a property panel beside the workspace. You don’t edit the underlying instances by hand — every change you’d ever want to make goes through that panel. The plugin sets up a few hidden internals to make emission fast (covered in chapter 2 if you’re curious), but you don’t have to think about them. Your original part becomes invisible, kept in place as the source of truth. Ctrl+Z undoes everything.
Tweak & Emit
Drag a graph. Type a new lifetime. Toggle Enabled and watch particles fly out. Emit mode duplicates your visual once per particle, then animates that duplicate every frame following the graphs you authored, until its lifetime runs out. Animate mode skips the duplication: the original instance plays the graphs in place on a loop. Pick whichever fits the effect.
The Particiliary
Eleven Roblox classes the plugin can transform into a custom emitter, organized into three families: workspace types that exist in the world, screen-space types that animate over the camera, and UI types that emit into the player's GUI.
Workspace
Three-dimensional emitters that exist in the world.
Part
BasePartMesh particles you can move, stretch, spin, and push around in 3D. Speed, acceleration, drag, size on three axes, rotation on three axes. The most flexible type.
Beam
BeamBeams stay locked between their two attachment points, so they don’t move on their own. Instead, you animate their look over time. The Beam type also has one feature no other type does: GraphBlender, for chaining multiple ColorSequence and NumberSequence states across a beam’s lifetime.
PointLight
PointLightRange, Brightness, and Color animate over each particle’s lifetime. Each emitted light parents next to the source PointLight on the same host part, so it follows that host as it moves.
Trail
TrailTrails are different. The plugin animates the source Trail directly rather than cloning. Properties read and write straight to the Trail instance.
Attachment
AttachmentParent-local motion. Useful for emitter rigs mounted on moving objects: weapons, character bones, vehicle exhausts.
Model
ModelClones the entire hierarchy under a model. ScaleTo cascades through descendants. Nested transformed children inside the model emit recursively.
Screen-Space
Post-processing effects that animate over the camera.
Blur
BlurEffectAnimates BlurSize over a single screen-wide effect. Animate-mode emit holds the duplicate as a singleton so re-fires while it’s alive don’t compound the blur.
Bloom
BloomEffectIntensity, Size, and Threshold animate together. Useful for HDR-style flashes and energy bursts.
ColorCorrection
ColorCorrectionEffectBrightness, Contrast, Saturation, and TintColor all animate. Full post-processing colour control in one emitter.
Atmosphere
AtmosphereDensity, Glare, Haze, Color, Decay, Offset all animate. Defaults to Animate mode at Transform because Roblox renders only one Atmosphere at a time.
UI
Flat particles emitted into the player's GUI layer.
Forged Systems
The major systems built into the plugin. Each gets its own chapter in the codex.
Animate Mode
Loop animation directly on the source instance. No emitted clones, no garbage in your undo history. Snapshot and restore on plugin Deactivate.
Graph Editor
A visual editor for every graph in the plugin. Drag handles to set bezier shapes, snap to one of twenty presets, expand into envelope mode for randomized variation between particles. A simplification slider can collapse a complex graph into the fewest keypoints that still match its shape.
Flipbook Textures
Mesh and Beam flipbooks via numbered Decals. Dissect any public Roblox asset into a flipbook at full resolution, through plugin-side infrastructure.
Motion Preview
Five simulated paths per selected emitter, drawn live as LineHandleAdornments. Reuses the actual physics — what you see is exactly what will emit.
Inventory
Cloud textures and flipbooks plus your own. Two libraries side by side, multi-select with Shift+click and paint-select, JSON export-import for sharing, batch upload, three dissect paths.
Theme Editor
Nine palette presets plus custom mode. Live preview, no restart. Themed elements update across every panel without rebuilding UI.
Linking & Pivots
Bind emitters to any instance. Four modes — Weld, Follow, Pivot, WeldWithoutRotation — for full reference-frame control.
Scripter API
Use particles from server scripts, client scripts, ModuleScripts. Insert the runtime, require(), emit. About thirty public methods across emission, lifecycle, texture pinning, and runtime introspection.
The Toolbench
Nine tools that operate on the current selection: Resize, Retime, Hue, Clipboard, Shifter, plus four utilities (Scan, Insert, Emit Code, Optimization Indicator). Bulk operations across many emitters at once.
Hidden Depths
Scholar's notes — advanced topics few users encounter at first.
Nesting
emergent behaviorPlace a transformed item inside another’s Render Template, and the inner item emits with each clone of the outer. Recursive depth, no opt-out. Per-level EmitDelay stacks, so staggered rigs play out from a single outer trigger.
Native Editing
ParticleEmitter + TrailRoblox’s built-in ParticleEmitter and Trail get the full property panel, Graph Editor, Inventory, and Clipboard without Transform. For workflows that prefer stock Roblox particles with the plugin’s tooling.
Beam GraphBlender
Beam-onlyMulti-state Color and Transparency animation across a beam’s lifetime. Each state holds its own graphs and a Time on the 0 to 1 axis. The engine blends smoothly between adjacent states each frame; heavily optimised for many concurrent beams.
Texture Pinning
PreloadTexture attributeOpt-in attribute that prevents GPU texture eviction. Worth turning on for skill effects fired sporadically — without it, Roblox re-decodes the texture on each cast and stutters the first frame.