Quick start
This walkthrough takes you from an ordinary part to a graphed, previewable, shippable effect. A few minutes, start to finish.
1. Launch SineVFX
Open the Plugins tab and click SineVFX. Its floating controls appear in the corner of the viewport, with entries for Emit, Library, Tools, Paths, Module, and Settings.
2. Pick something to turn into particles
Add a Part to the Workspace and shape it however you want your particle to look, colour and material included. That part is going to become the particle.
3. Transform it
Select the part. A Transform button appears near the controls, click it. The part becomes a 3D particle emitter: it turns invisible and now spawns copies of itself as particles. See Transformable objects for what else can be transformed.
4. Edit its properties
Open the Properties window. The effect's channels are grouped into a collapsible tree, Appearance, Emission, Shape, and so on. Change a value and it updates live. See Properties.
5. Graph a value over the lifetime
Find a channel that supports a graph (for example Transparency or Size) and open its graph editor. Drag the anchor points, pull the bezier handles for smooth curves, and add an envelope for randomised spread. This is how you get motion that feels alive instead of linear.
6. Preview it
Open the Emit window and hit Emit to fire a one-shot, or Enable to hold the effect on. You're seeing the real thing, in edit mode, no Play button required. See Emit.
7. Ship it
When you're happy, open Module and plant the SineVFX runtime into your game. Then, from a LocalScript:
local VFX = require(game.ReplicatedStorage.SineVFX)
VFX.emit(myEffect) -- one-shot burst
VFX.enable(myEffect) -- hold it on
VFX.disable(myEffect) -- turn it offWhat you previewed is what your players get. Full details in The runtime module and the Runtime API.
Next steps
- Learn the core concepts behind transforms, graphs, and the runtime.
- Work through the tutorials.
- Batch-edit whole selections with the Tools.
