AgentFX is open source under Apache 2.0.

agentfxhq/agentfx

AI video effects your agent can use today

Every clip on this page was written as a script by an agent or a person and rendered by AgentFX, without a browser and without generative video. 29 effects, simulations and time effects first: the ones web-based renderers do not have built in.

Simulation

Solvers, fracture and particles, computed inside the renderer and seeded, so a re-render is identical.

  • simulation

    Fluid and ink

    A real 2D fluid solver: pour, stir, dissolve a word into ink, reveal a layout through a stain. Seeded, so every render is identical.

  • simulation

    Fluid reveal

    A fluid simulation used as a mask: the layout appears only where the ink is, then the whole thing rewinds exactly.

  • simulation

    Physics

    Drop, pile, push and swing. Rigid bodies are solved at compile time and baked into keyframes, so the agent can scrub and diff them.

  • simulation

    Shatter

    Voronoi fracture for text, logos and shapes, with the pieces driven by the same physics, then rewound back together.

  • simulation

    Particles

    Bursts and confetti with gravity and lifetimes. Seeded, so every render is the same, frame for frame.

  • camera

    Point clouds and world camera

    20,000+ particles, camera tours across one big world canvas and zooms past 10,000x.

Time and motion

Effects that need frames before and after the current one, and a shutter that sees the move.

  • time

    Motion blur

    Shutter motion blur sampled inside the renderer: 32 sub-frame renders per frame across a 360 degree shutter, so the blur follows the real path of the move.

  • time

    Slit-scan and time displacement

    Every row of the image comes from a different moment. Needs the frames before and after, which a screenshot renderer never has.

  • time

    Time remap, rewind, echo

    Freeze, rewind, speed ramps and echo trails on any layer, with exact frame math.

  • time

    Echo trails

    Trailing copies of a layer from earlier moments in time, tinted and fading, not a smeared after-image.

Light and colour

Light sources, rays and glow, colour grading with LUTs, mesh gradients and blend modes.

  • look

    Light on flat design

    Soft shadows from real distance fields, light sweeps and god rays on flat UI.

  • light

    God rays, light sweep, glow

    Light streams through holes in a shape and away from the source. Sweep and glow are animated properties, not overlays.

  • colour

    Colour grading and LUTs

    A .cube LUT, tint, levels and saturation as colour effects in the renderer, keyframed like any other property.

  • colour

    Mesh gradients and blend modes

    Mesh gradients blended in OKLab, on shapes and type, with the full set of blend modes.

Looks

Digital and print looks as properties on any layer. Every value can be animated.

  • look

    Glitch

    Block glitch and datamosh-style tearing, seeded and animatable per layer.

  • look

    VHS and CRT

    Tape tracking, chroma bleed, scanlines and noise as a look on any layer.

  • look

    Halftone, riso and grain

    Print looks rendered per frame: halftone dots, risograph misregistration, paper and film grain.

  • look

    Risograph

    Two-ink overprint with drift and paper texture, the look of a print studio poster in motion.

  • look

    Dither

    Bayer, blue noise and Floyd-Steinberg dithering with your own palette, animatable per layer.

  • look

    ASCII

    A character-cell filter with animatable cell size and your own character set.

  • look

    RGB split

    Channel offsets, linear or radial, animatable amount and direction.

Camera

Seamless zoom loops and a camera that travels one large world canvas.

  • camera

    Infinite zoom

    Seamless loops with nested worlds and a camera that zooms at constant speed, so the last frame runs into the first.

  • camera

    World camera zoom

    One huge canvas and a camera that glides through many levels of scale, from a single card to a whole wall of dashboards.

Type, data, sound and characters

Kinetic type, charts and code, audio-reactive motion, captions and a talking presenter.

  • type

    Kinetic typography

    Per letter, word or line animation with range selectors, variable font axes, OpenType features and strokes.

  • type

    Text on a path and outlines

    Each letter turns to follow the curve, and outlines are built from the glyph shapes themselves.

  • data

    Charts, counters and code

    A bar chart that draws itself, a counter and a code diff, generated from a few lines of script, so the numbers are data, not artwork.

  • audio

    Audio visualizer and beat sync

    Spectrum, waveform and radial visualizers, plus any property driven by the music. Cut on the beat with bar and beat anchors.

  • type

    Social captions

    Word-by-word captions in named styles, from SRT, VTT or Whisper JSON, with safe-area and read-time lint.

  • character

    Talking presenter

    A rigged character with lip sync from text to speech, gestures and moods. No avatar subscription.

Missing an effect?

Tell us what your agent should be able to make. Effect requests shape the roadmap: open an issue on GitHub.