Objects & effects
SineVFX works by transforming ordinary Roblox instances into editable effects. These kinds of object can be transformed, each with its own page:
| Object | Becomes |
|---|---|
| Part | A 3D particle (the part is the particle) |
| Trail | A graphable transformed trail |
| Beam | A graphable transformed beam |
| Light | A light emitter (PointLight / SpotLight / SurfaceLight) |
| Highlight | A highlight emitter (outline / fill flashes) |
| Screen Effect | A global view effect (shake / FOV / blur) |
Select one (or several), then run Transform. SineVFX can also drive plain Roblox effect instances without transforming them, see Emittable objects.
How it works in general
Transforming an object tags it as a SineVFX effect and lays down a Properties folder of grouped settings that the Properties window edits. Every channel can be a scalar or a lifetime graph, and every effect responds to the same emit / enable / disable verbs in the Emit window and at runtime.
Running Transform again, or Untransform, returns the plain instance. Studio's Ctrl+Z reverts a transform cleanly.
Not transformed, but still driven
You don't transform a ParticleEmitter or a Sound. The Part model gives you the particle system, but SineVFX can still emit and enable those plain instances directly. Lights and Highlights can be either transformed (see Light / Highlight) or driven plain. See Emittable objects for the full list of what the Emit window can drive.
TIP
Group several transformed effects under a Folder or Model and emitting the container fires all of them, so a multi-part effect plays as one.
