Documentation
Export
What happens when you export a graph, and what you get back.
Export turns the graph you built into a usable effect in your place.
Overview
Export renders the output node across the configured frame count, assembles the frames into a flipbook atlas, uploads that atlas as an image asset, and creates a configured effect on the target you selected. There is no manual assembly step.
How it works
- Render. The output node is evaluated once per frame.
- Assemble. The frames are packed into a single flipbook atlas.
- Upload. The atlas is created as an image asset.
- Build. A
ParticleEmitteris created on the part you chose, with the texture and the flipbook properties — layout, framerate and related settings — already filled in from the render specification.
If the upload does not succeed, no part and no emitter are created. A failed export leaves your place unchanged.
Steps
- Set the output node.
- Choose the frame count and render settings.
- Choose the target part in your place.
- Export.
Notes
- Creator Store builds of VFX Loom cannot upload generated pixels themselves. That is a Roblox platform limitation, and it is why the Export Bridge exists.
- Local development builds of the plugin upload directly when the asset API succeeds.
Troubleshooting
Export is refused with an asset API error. This is the Creator Store plugin limitation, not a transient failure. Install the Export Bridge.
The emitter looks wrong after export. Check the frame count and the flipbook layout against the effect you previewed; the preview shows a single frame, not the assembled sequence.