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Objects & effects

SineVFX works by transforming ordinary Roblox instances into editable effects. These kinds of object can be transformed, each with its own page:

ObjectBecomes
PartA 3D particle (the part is the particle)
TrailA graphable transformed trail
BeamA graphable transformed beam
LightA light emitter (PointLight / SpotLight / SurfaceLight)
HighlightA highlight emitter (outline / fill flashes)
Screen EffectA 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.

Built by RoPotat0 for the Roblox VFX community.