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| 10 Aug 2017 12:25 AM |
| If I make a Run/Jump ect. animation how do I implement it to a player? |
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| 10 Aug 2017 12:27 AM |
Through a localscript that you'd put inside StarterPlayerScripts
my names nicki cromptia and my scripts be poppin' game design and scripters are my cities |
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| 10 Aug 2017 02:09 AM |
| We tried that but keeps failing. Anymore ideas? |
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| 10 Aug 2017 02:18 AM |
The localscript way should work completely fine. You'll need to use the UserInputService so when the player jumps, the animation is played.
my names nicki cromptia and my scripts be poppin' game design and scripters are my cities |
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| 10 Aug 2017 03:03 AM |
we inserted this into starterplayerscripts and used our own animation ID's and all but it always come back the same, a broken walk animation D:
function waitForChild(parent, childName) local child = parent:findFirstChild(childName) if child then return child end while true do child = parent.ChildAdded:wait() if child.Name==childName then return child end end end
local Figure = script.Parent local Torso = waitForChild(Figure, "Torso") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Torso, "Left Hip") local Neck = waitForChild(Torso, "Neck") local Humanoid = waitForChild(Figure, "Humanoid") local pose = "Standing"
local currentAnim = "" local currentAnimInstance = nil local currentAnimTrack = nil local currentAnimKeyframeHandler = nil local currentAnimSpeed = 1.0 local animTable = {} local animNames = { idle = { { id = "h############################################eight = 9 }, { id = "h############################################eight = 1 } }, walk = { { id = "ht############################################ight = 10 } }, run = { { id = "run.xml", weight = 10 } }, jump = { { id = "ht############################################ight = 10 } }, fall = { { id = "ht############################################ight = 10 } }, climb = { { id = "h############################################eight = 10 } }, sit = { { id = "ht############################################ight = 10 } }, toolnone = { { id = "ht############################################ight = 10 } }, toolslash = { { id = "ht############################################ight = 10 } -- { id = "slash.xml", weight = 10 } }, toollunge = { { id = "h############################################eight = 10 } }, wave = { { id = "h############################################eight = 10 } }, point = { { id = "ht############################################ight = 10 } }, dance1 = { { id = "ht############################################ight = 10 }, { id = "ht############################################ight = 10 }, { id = "ht############################################ight = 10 } }, dance2 = { { id = "ht############################################ight = 10 }, { id = "ht############################################ight = 10 }, { id = "ht############################################ight = 10 } }, dance3 = { { id = "ht############################################ight = 10 }, { id = "ht############################################ight = 10 }, { id = "ht############################################ight = 10 } }, laugh = { { id = "h############################################eight = 10 } }, cheer = { { id = "ht############################################ight = 10 } }, } local dances = {"dance1", "dance2", "dance3"}
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
function ########################### ######### if (animTable[name] ~= nil) then for _, connection in pairs(animTable[name].connections) do connection:disconnect() end end |
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| 10 Aug 2017 03:05 AM |
That code seems extremely disorganized and messy.
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| 10 Aug 2017 03:08 AM |
Don't blame me I don't know anything about code. This just seemed like the fastest way.... any suggestions on other ways? |
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Niveum
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| Joined: 15 Aug 2009 |
| Total Posts: 3437 |
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| 10 Aug 2017 03:20 AM |
1) Open studio 2) Open a game in edit mode 3) Go into play solo mode 4) Copy the animate script in your players character (Localscript named Animate) 5) Exit play solo mode 6) Paste the animate script into the StarterPlayerScripts 7) Under the descendants of the animate script, one of them should be named jump, and that object should have a descendant named JumpAnim. Change the ID JumpAnim to the ID of your animation. (e.g. rbxassetid://ID_HERE) 8) Save the game and exit.
I'M PICKLE RICK |
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| 10 Aug 2017 03:40 PM |
What am I doing wrong? https://twitter.com/seniortacos123/status/895744679903248389 |
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