fx_recipe
Adds authored, reusable visual FX recipes—spell bursts, explosions, reel wins, UI glows—to Spine animations and merges them as one group bone for easy recoloring, resizing, and retiming.
Instructions
Authored FX layers lifted from real reference clips: lotus set (rune_ring, burst_flare, rim_wisps, bloom_aura, floor_glow, fireflies, twinkles, plus magic_reveal = all seven timed like the clip, 13.2 s), light_beam (style gold | ribbon | blue), crosshair / hit_burst / lock_on (reticle locks on, fires, impact), cell_glow (resizable 9-slice glowing cells that pop), puff (cartoon smoke puff, or flash + ring for an AE smoke_puff), smoke_glow (rising haze with a base glow), meteor_trace (comet racing around a frame), projectile (shot on an arc + impact), ice and water (frost, icicles, ice_shatter, bubbles, water_splash; AE template caustics), explosion and shine, the reel moments reel_stop (spring thud, squash, dust, screen shake on your reel/screen bones through inserted carrier bones) and anticipation_reel (accelerating heartbeat glow, edge flames or sparks, dimmed neighbours), the slot families (spin: near_miss, spin_blur, turbo_spin, screen_shake; wins: payline, win_highlight, multiplier_stack, win_rollup; payouts: coin_fountain, cascade_pop; features: wild_land, expanding_wild, scatter_trigger, free_spins_transition; bonus: pick_reveal, hold_respin, jackpot_wheel, meter_fill; ambient: weather, god_rays, water_surface, heat_shimmer, fog_roll, lightning_storm; UI: button_press, idle_shimmer, focus_glow, padlock, popup; saber = a port of Video Copilot's Saber beams with 12 presets and an ae_hint for the saber AE template; pinata family = wild_glow, wild_transform, mult_cell_glow, cell_pop, confetti_burst, mult_streak, wild_merge, coins_to_bar, bar_sweep, pinata_hit, jar_burst, banner_backdrop from one picture kit (swap a texture pack in by name with art=, retune it with options gain / thick); recipes that move your reel / symbol / screen / button bones do it through inserted carrier bones, never your own keys), and the hybrids portal and electric_frame, whose plasma / lightning part is After Effects: they return a ring_hint to pass to ae_fx_to_spine (guide explains). Procedural textures, additive only (one draw call), one group bone per recipe so it recolours, resizes and retimes as one piece, and it merges into any animation with into=.
recipe="" lists every recipe with its options and defaults; recipe="guide" returns the guide (how to use, fork and mix them, how they were made, and the traps). x, y = the subject centre in the parent bone's space; scale 1 = a ~720-unit canvas with a ~420-wide subject; start = seconds into the animation; duration = life window (window recipes) or a time scale (one-shots); color = main tint; intensity = alpha gain; count = tufts / motes / stars / sparks; options = recipe-specific values (see the listing). magic_reveal takes options={skip: [recipe, ...], overrides: {recipe: {param: value}}}. Each recipe fires an fx_ event.
art = your own pictures instead of the generated ones, keeping all the motion: {role: "file.png" | "file.psd#Layer" | {path, blend, scale, slice, px, anchor}}; the roles of each recipe are in the listing (e.g. crosshair: reticle). For lock_on / magic_reveal key it by member: {"crosshair": {"reticle": ...}}.
tier = small | medium | big | mega | epic: one recipe covers every win size (scale, counts, one-shot time and the
recipe's own tier overrides; see the listing's tiers). Bundles: sequence = any list of recipes with offsets into one
animation (options={steps: [{recipe, start, dx, dy, ...any fx_recipe argument}]}); win_banner = Big/Mega/Epic banner
from one recipe (tier= picks the layers; options={banner: bone} slams your banner art in on an exact spring).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| x | No | ||
| y | No | ||
| art | No | ||
| into | No | ||
| name | No | ||
| seed | No | ||
| tier | No | ||
| color | No | ||
| count | No | ||
| scale | No | ||
| start | No | ||
| behind | No | ||
| parent | No | root | |
| recipe | No | ||
| options | No | ||
| project | No | ||
| duration | No | ||
| front_of | No | ||
| intensity | No |