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

  1. Render. The output node is evaluated once per frame.
  2. Assemble. The frames are packed into a single flipbook atlas.
  3. Upload. The atlas is created as an image asset.
  4. Build. A ParticleEmitter is 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

  1. Set the output node.
  2. Choose the frame count and render settings.
  3. Choose the target part in your place.
  4. 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.

Detailed reference