MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 01 May 2012 07:57 AM |
So, currently users can't create their own animations with the Instances specifically for making animations? Bummer. @Roblox: Get this open to the public! x3 Mostly because scripting all your animations frame by frame is HORRIDLY tedious, and probably contributes to lag. Anyone else share this opinion? |
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| 01 May 2012 09:39 AM |
I guess they should bring back the ability to create animation frames and such, instead of re-cframing everything in a loop just to create an arm move, a leg move, etc.
☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance. |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 01 May 2012 10:22 AM |
My point exactly. The animations are used in Gear, I believe, so if they work there why not open them to the public?
The wiki says,"Animations are very preliminary. That means not everything necessarily works, or the API isn't set in stone. It is also very difficult to actually make animations without first creating a tool that utilizes the API, which is a challenge in itself. Basically, animations are very limited in their current form. "
So let us mess with the stuff. So what, it's hard to use? Isn't that what us scripters do? We LOVE doing hard things with our programming. |
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| 01 May 2012 10:35 AM |
| They're not just keeping this away from us for spite. Just wait until they reach a point where they feel comfortable for its use by the masses (or perhaps they're working on more important stuff first). |
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| 01 May 2012 10:38 AM |
Animations should be more important than 'rotating characters' or 'try on clothes before you buy' or 'new more realistic body structures'. I mean, who gives a ____ about those?
☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance. |
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| 01 May 2012 10:56 AM |
Pretty much everyone but the scripters.
You have to remember, most of the people play roblox for fun and the social aspect. The scripters are the small minority who see the game as an engine. |
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| 01 May 2012 11:02 AM |
I see ROBLOX as a way to develop games in a very user-friendly language. I love making stuff, be it simple machines or my own pictures.
☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance. |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 01 May 2012 11:38 AM |
| Well, I hope they get this out soon. I have plans to do some animating, and I would rather not do it by CFraming it all in loops. But I guess I can wait. Not like I can do anything about it anyway. ^_^ |
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| 01 May 2012 11:59 AM |
Well, I had LOTS of ideas that would be, pretty much rated AAA games on ROBLOX, using advanced cutscenes with camera manipulation and animation, but without this, the workload seems very much.
☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance. |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 09 May 2012 07:02 PM |
*Necro!*
Okay, so I've started developing my own "version" of the system, using a few for loops and sets of various Value objects. It seems to function like most CFramed animations, because It's not interpolating and you still have to create the animation frame by frame, but the script is MUCH simpler. One thing I have yet to test is what happens when you have 10 or more animation frames. I do believe it should work as my script finds the frame with the name matching the current # of i in the loop. Can't really take time to explain much now, but I may later on. |
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Valone
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| Joined: 08 Feb 2012 |
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| 10 May 2012 10:25 AM |
| Couldn't you just use welds? and move them with a local script? Should create a smooth animation. |
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| 10 May 2012 10:51 AM |
... That's what we're talking about... creating the weld move in a loop is worse than using the predetermined animation features,
☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance. |
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Valone
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| Joined: 08 Feb 2012 |
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| 10 May 2012 10:53 AM |
| Using interpolation? (May of spelt that wrong.) One weld, constantly being cframed by a local script, is roughly the same isn't it? |
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| 10 May 2012 11:40 AM |
No. No, it's not.
I've used the old animation feature, and it's way much more efficient than the normal loops.
☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance. |
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Valone
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| Joined: 08 Feb 2012 |
| Total Posts: 4371 |
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| 10 May 2012 01:25 PM |
I was aiming visually.
☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ -Valone; Game maker; Graphical Artist and Programmer. (Female) |
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| 10 May 2012 01:45 PM |
Nope. Animations are still a tad smoother than just looping it.
☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance. |
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TheMyrco
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| Joined: 13 Aug 2011 |
| Total Posts: 15105 |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 10 May 2012 03:13 PM |
| Yes, that is the main drawback. Using this system will still not be as smooth as the animation objects, but since we CAN'T use the animation objects, and this makes the scripting part MUCH shorter, I think my idea is worth it. |
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