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Best way to animate under FE? Advice please!

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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
18 Jul 2015 05:59 PM
For reference, the place we are dealing with has FilteringEnabled turned on. We are working on an FPS, and we are currently trying to figure out a way to animate characters in realistic ways as they sprint/strafe/ADS. We have been told that using the new-ish ROBLOX Animations can be very undesirable for FPS type games, so we're looking for alternatives.

So my question is: Which of these methods would be best applied for an FPS coded under the restriction of FE? What are the possible advantages or drawbacks of each?

- ROBLOX Animations, and using the animation editor
- adopting the old process of KeyframeSequencing
- pursuing further understanding of CFraming/Euler Angles

Does anyone have experience or advice they could offer?
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booing is not online. booing
Joined: 04 May 2009
Total Posts: 6594
18 Jul 2015 06:00 PM
Nah your animation's will lag with FE
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
18 Jul 2015 06:01 PM
Disabling FE is unfortunately not an option.
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iiPurpleCupcakes is not online. iiPurpleCupcakes
Joined: 26 Oct 2014
Total Posts: 145
18 Jul 2015 06:01 PM
youtube.com/watch?v=5EsfDWIR2uc
this is your answer /\
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
18 Jul 2015 06:02 PM
I don't think that's my answer
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
18 Jul 2015 06:08 PM
Hmm...
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ShungTzu is not online. ShungTzu
Joined: 14 Jun 2014
Total Posts: 959
18 Jul 2015 06:09 PM
What's wrong with Roblox animations with the Animation Editor? I use them on FE enabled games, and they look fine on all clients. The interface could stand to be more comfortable, but it's a lot easier that CFraming manually, and, given the scarcity of time, the results must always be better.
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iiEssence is not online. iiEssence
Joined: 18 Jun 2014
Total Posts: 3467
18 Jul 2015 06:18 PM
It's not the animation itself, it's FE that's the issue. Using FE, you would need to replicate the characters' animations to other clients. Therefore, the animations may look smooth on your screen, but not other peoples'.

Proof: http://www.roblox.com/games/24683435/Animation-Lab-2-0


I don't need a siggy
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booing is not online. booing
Joined: 04 May 2009
Total Posts: 6594
18 Jul 2015 07:05 PM
Exactly and exploiters can take advantage of that lag to exploit through RDAS (Rapid DLL Alloc-Start) methods.
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jasonfish4 is online. jasonfish4
Joined: 08 Jun 2011
Total Posts: 3902
18 Jul 2015 07:07 PM
Are You Programming HTML To The Animation File ?
Make Sure You Add The String Replicate In The First HTML Body
HTML Is A Powerful Programming Language To Make Things Easier .
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iiEssence is not online. iiEssence
Joined: 18 Jun 2014
Total Posts: 3467
18 Jul 2015 07:07 PM
^ Lmfao, shut up and get out. You trolled enough yesterday lol


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rayk999 is not online. rayk999
Joined: 18 Feb 2011
Total Posts: 4705
18 Jul 2015 07:08 PM
^ is a genius
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iiEssence is not online. iiEssence
Joined: 18 Jun 2014
Total Posts: 3467
18 Jul 2015 07:08 PM
Thanks bae


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rayk999 is not online. rayk999
Joined: 18 Feb 2011
Total Posts: 4705
18 Jul 2015 07:08 PM
oops late post
i mean, iiEssence, ur a geniuz ;D
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jasonfish4 is online. jasonfish4
Joined: 08 Jun 2011
Total Posts: 3902
18 Jul 2015 07:10 PM
Im not a Troller...HTML is definitely a Good Way to modify Animation
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ShungTzu is not online. ShungTzu
Joined: 14 Jun 2014
Total Posts: 959
18 Jul 2015 07:29 PM
"It's not the animation itself, it's FE that's the issue. Using FE, you would need to replicate the characters' animations to other clients..."

Okay, hold on, 'cause I've just recently come around to appreciate FE. Doesn't that have to happen anyway? Isn't there less net replication with it than without it? I'm seeing the same animations, on other clients, both ways, and I haven't noticed the difference. But, even if there is a difference, if there is less replication on net with FE true, then there must be less net lagg, which is what I want, in which case the trade off(less lagg for not looking as smooth), is totally worth it.
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Tuneable is not online. Tuneable
Joined: 16 Feb 2013
Total Posts: 2932
18 Jul 2015 07:53 PM
"It's not the animation itself, it's FE that's the issue. Using FE, you would need to replicate the characters' animations to other clients. Therefore, the animations may look smooth on your screen, but not other peoples'."

That would be the case if you sent the animation keyframes once every frame. An effective solution is to store all the animations available on each client, and simply send an animation id to each of the clients when said animation is invoked.

An example process would go

player invokes animation and sends animation id to server
server sends animation id and player name to clients
clients plays animation on player's joints

This process is difficult to implement but worthwhile in the long run.
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iiEssence is not online. iiEssence
Joined: 18 Jun 2014
Total Posts: 3467
18 Jul 2015 07:58 PM
^ I like that idea


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ShungTzu is not online. ShungTzu
Joined: 14 Jun 2014
Total Posts: 959
18 Jul 2015 08:02 PM
They're sent every frame?
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iiEssence is not online. iiEssence
Joined: 18 Jun 2014
Total Posts: 3467
18 Jul 2015 08:37 PM
I would guess if you think about it. Ohterwise, parts of the animations shouldn't be cut off.


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LongKillKreations is not online. LongKillKreations
Joined: 14 Feb 2014
Total Posts: 4502
18 Jul 2015 08:51 PM
Use the animation editor. Play animations locally or expect them to be choppy. ROBLOX animations will replicate even with FE on, though they won't be the most smooth to other clients.
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
19 Jul 2015 03:44 AM
Thanks for the suggestions guys, we'll take your ideas to heart.
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powerhotmail123 is not online. powerhotmail123
Joined: 11 Apr 2011
Total Posts: 5041
19 Jul 2015 05:15 AM
FE allows changes on the Humanoid on the client, so just make your own animations with the animation editor and run them on the client. You should never use a server-script for handling animations.

Enjoying your stay at the Scripters Forum? Join this! http://www.roblox.com/My/Groups.aspx?gid=2582784
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
19 Jul 2015 05:26 AM
^ that wasn't really my question, but ty
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powerhotmail123 is not online. powerhotmail123
Joined: 11 Apr 2011
Total Posts: 5041
19 Jul 2015 05:29 AM
I was kind-of elaborating on the comments of other people posts.

If you must know, use ROBLOX Animations, there's a reason why KeyframeSequencing has 'old' in front of it. CFraming takes a LONG time to get perfect, and you will probably spend a lot of time on each animation as you will most likely have lots of different reloading, shooting, etc animations.

ROBLOX animations also are run (I think) using C++/C, the backend of ROBLOX. This makes them slightly more efficient then on Lua.

Enjoying your stay at the Scripters Forum? Join this! http://www.roblox.com/My/Groups.aspx?gid=2582784
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