The FlashFX blog features motion design techniques, product updates, and creative workflows for interactive media professionals.

We've just published the first set of step-by-step tutorials for FlashFX. From creating your first project to animating shapes and managing layers, these guides walk you through every foundational workflow in the editor — with screenshots and clear instructions at every step. Head to the Tutorials page to get started.

FlashFX now supports 3D mesh elements as first-class canvas objects. Drop any GLB file onto the timeline, control its position and rotation with standard keyframes, and composite it seamlessly alongside your 2D layers.

The image filter system has been completely rebuilt. Every filter, from brightness and contrast to hue rotation and channel curves, now lives in a dedicated panel with a live preview and full keyframe support on every individual parameter.

Three major keyframe improvements land in this release. Clipping masks are now fully animatable with their own property tracks, multiple keyframes across different layers can be edited simultaneously in bulk mode, and the graph editor has been rewritten for precision handle control.

The pattern fill system now ships with five built-in tile types, each with independent size, spacing, angle, and opacity controls. Every parameter is keyframeable, and a new custom SVG slot lets you use any vector motif as a repeating fill across shapes and text.

A complete rewrite of the WebGL render pipeline brings dramatic performance gains for projects with dense layer stacks, stacked text elements, and high-resolution image composites. Most mid-complexity scenes now hit a consistent 60fps in the editor preview.

Alpha 3.0 marks the most significant internal overhaul since the project started. The animation engine has been rewritten from scratch, a new Chat Frame component library ships out of the box, and the timeline panel has been completely redesigned for clarity and speed.

Beta 1 opens FlashFX to our first wave of external testers. This release introduces side-by-side multi-device preview directly on the canvas, initial component state support, and a first pass at the public runtime API.

Beta 2 ships the CMD layer type for terminal-style text animations, an in-editor script runner for testing expressions live, and a reworked font rendering pipeline that eliminates subpixel inconsistencies across zoom levels.

Beta 4 introduces a dedicated flowchart canvas mode with connectable node shapes, motion path editing directly on the stage, and over 40 export stability fixes identified during the Beta 3 feedback period.