The Craft
Every effect is made the same way. Build one particle as an ordinary Roblox instance. Transform it. Say when particles are made, where they go and what they look like as they age. Fire it, look, and adjust. The exercises take you through this once, then again with one thing changed, until the procedure is yours.
Build
Make one Part look the way a single particle should look: its size, shape, material and colour. A Beam, a Trail, a light, a sound or a screen effect can be used in the same way. Nothing about the plugin is needed for this step.
Transform
Select it and press Transform. It becomes an emitter and keeps the look it was given. A panel of rows opens beside the viewport. Every setting of the effect is one of those rows. Ctrl+Z undoes the Transform.
Set and fire
Enter a speed. Draw a fade. Press Emit for a single burst, or switch on Enabled for a stream. The effect plays in the viewport while you work, and each change shows on the next particles made.
The Particiliary
Eighteen kinds of emitter. Thirteen are made by transforming an ordinary Roblox instance. Five more are made from a Part with Transform as. Each has its own page.
In the world
Emitters made from things that stand in the 3D scene.
Part
Part, MeshPartThe emitter most effects are built from. Each particle is a duplicate of your Part or mesh. It can travel, spin, grow, fade and change colour, and it can carry pictures that play as flipbooks.
Beam
BeamA beam between two Attachments that swells, scrolls its texture and changes colour over its life. The Blender carries it from one look to the next.
Trail emitter
TrailTrails made one after another, each with a width, colour and transparency that change as it ages.
Light
PointLight, SpotLight, SurfaceLightLights that last a moment. Range, brightness and colour follow graphs: a muzzle flash, a flicker, a glow that dies away.
Attachment
AttachmentThrows a duplicate of an Attachment, with the stock emitters, trails and lights it holds, along a path of its own.
Model
ModelEach particle is a whole Model. It can be scaled over its life, and the emitters nested inside it scale with it.
Highlight
HighlightAn outline and fill on a chosen object, whose colours and transparency change over a moment.
Sound
SoundA sound fired with the rest of the effect, from its place in the world, at a pitch and volume of its own each time.
On the screen
Emitters that act on the picture the player sees.
Blur
BlurEffectThe view blurs and sharpens again, following a graph.
Bloom
BloomEffectIntensity, Size and Threshold follow graphs. For flashes and bursts of energy.
ColorCorrection
ColorCorrectionEffectBrightness, Contrast, Saturation and tint follow graphs. A white flash on impact, or colour drained from the view.
Atmosphere
AtmosphereDensity, haze, glare and colour of the air, changed over time.
ImageLabel
ImageLabelFlat particles on the screen itself. They move, turn, grow and play spritesheets.
Transform as
Five emitters made from an ordinary Part, which becomes the marker for where the effect comes from.
Lightning
from a PartA jagged bolt with forks. It can run a set distance, reach a chosen object, or find a surface near it and strike there.
Rocks
from a PartA burst of rubble that flies, lands, bounces, comes to rest on the ground and sinks away.
Rope
from a PartA line that hangs between two objects, sways in the wind and swings when an end moves. It can also be thrown, like a grappling line.
Camera Shake
from a PartA jolt of the camera that is stronger the nearer the player stands.
Distortion
from a PartBends the picture of the world: a shockwave ring, a heat shimmer, a lens that bulges or pinches.
Forged Systems
What the plugin gives you to work with. Each has an exercise that introduces it and a page that describes it in full.
The Exercises
Twenty exercises, each solving one problem: sparks that fall, a flame that fades, a bolt that strikes, an explosion fired from a key press. Each ends with a log of what was new and what you had done before.
Graph Editor
Draw how any value changes as a particle ages. Keypoints, a random spread so no two particles match, smooth bends, twenty presets, copy and paste, and code for scripts.
Two modes
Emit mode makes many short-lived particles. Animate mode plays the same graphs on one object that stays in place, once or in a loop.
Link
Make an effect appear at another object and travel with it. Five modes decide how closely, and six switches decide which movements are passed on.
Inventory
A library of textures, flipbooks and ready effects, and a second library of your own. Insert puts a flipbook on the selected emitter. Dissect cuts a spritesheet into frames.
Events
Fire another emitter, or run a script, when a particle is made, hits a surface, ends or is removed. Particles can bounce, stop or vanish where they hit.
Size and Time
Make a finished effect larger, smaller, faster or slower in one move, with every layer keeping its place.
Variations
Turn every colour of an effect at once. Roll new values for chosen rows. Copy rows from one emitter to many. Raise or lower a row across a whole selection.
Scripting
One call fires an effect as the Emit button does. Another plays it at a place the script gives, with its own count and its own handle to stop it.
Hidden Depths
Scholar's notes — advanced topics few users encounter at first.
Nesting
an emitter inside an emitterPut an emitter inside the RenderTemplate of another, and every particle of the outer one fires the inner one. A rocket that bursts. A fireball that lights the walls.
Stock emitters
ParticleEmitter, Trail, BeamRoblox’s own ParticleEmitter, Trail and Beam can be edited with the same panel, graph editor and tools, with no Transform.
The Why Dictionary
what it is, why it is thereWhy your Part turns invisible, what the RenderTemplate is for, why the Emit button does nothing on a new emitter. One entry for each thing you meet every day.
Troubleshooting
symptom, cause, actionWhat to check when nothing emits, when an effect plays in the editor and not in the game, and when it runs slowly.