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Animations

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leates is not online. leates
Joined: 16 Jan 2009
Total Posts: 5650
29 Mar 2013 05:49 AM
Are we able to create our own character animations, like used in Lego Hero Factory?

Thanks
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Festbawi is not online. Festbawi
Joined: 06 Dec 2008
Total Posts: 173
29 Mar 2013 05:57 AM
Afaik, no.

Well you could try the for loop style animation, simple enough.
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digpoe is not online. digpoe
Joined: 02 Nov 2008
Total Posts: 9092
29 Mar 2013 05:58 AM
We can create custom animations, but a custom animation script would probably take over 100 lines due to ROBLOX not allowing us to use better animations.
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leates is not online. leates
Joined: 16 Jan 2009
Total Posts: 5650
29 Mar 2013 06:03 AM
So the 'Animation', 'Key'/'Keyframe' and 'Pose' objects don't do much then?
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Festbawi is not online. Festbawi
Joined: 06 Dec 2008
Total Posts: 173
29 Mar 2013 06:03 AM
Wait, what exactly were we talking about?

The CharacterAnimation things?
Or as in custom animation?

CharacterAnimation, idk.
If it's custom animation, it's completely possible.
And, no, it won't take over 100 lines.
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leates is not online. leates
Joined: 16 Jan 2009
Total Posts: 5650
29 Mar 2013 06:04 AM
For example, making a character climb a ladder in a different way to usual.
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digpoe is not online. digpoe
Joined: 02 Nov 2008
Total Posts: 9092
29 Mar 2013 06:06 AM
Festbawi, yes it could take over 100 lines.

My BTDF script is entirely composed of animations at the moment, and it's all highly efficient; it's still over 100 lines.
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leates is not online. leates
Joined: 16 Jan 2009
Total Posts: 5650
29 Mar 2013 08:02 AM
So does anyone have a definite answer?
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Parthax is not online. Parthax
Joined: 27 Apr 2011
Total Posts: 6941
29 Mar 2013 08:06 AM
Users may not create animations withheld by the animation object, although we can use many lines of code to set the CFrame and character motors to simulate it.


❖ VOID Successor Parthax ❖
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leates is not online. leates
Joined: 16 Jan 2009
Total Posts: 5650
29 Mar 2013 08:34 AM
Thanks.
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Validar is not online. Validar
Joined: 15 Mar 2013
Total Posts: 276
29 Mar 2013 09:06 AM
I wish we could... :c
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UnAdmin is not online. UnAdmin
Joined: 10 Jul 2012
Total Posts: 4706
29 Mar 2013 09:15 AM
You can add another motor in the player that will allow for animations. I'm not exactly sure how it's done but zars15 does it in his jetpack animation test.
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Validar is not online. Validar
Joined: 15 Mar 2013
Total Posts: 276
29 Mar 2013 09:24 AM
@unadmin
You see, I was working on a Fire Emblem based project. For fighting animations, e.g spinning a blade while spinning yourself can't really be accomplished by a motor...
can it?
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zars15 is not online. zars15
Joined: 10 Nov 2008
Total Posts: 9999
29 Mar 2013 11:46 AM
@Validar. It should be fine.
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kirkyturky12 is not online. kirkyturky12
Joined: 30 Apr 2010
Total Posts: 1915
29 Mar 2013 02:01 PM
I made an awesome character animation script using welds. You can make them, just not with the Animation instance.

Oh, and, reported for spam.
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NinjaShadow1 is not online. NinjaShadow1
Joined: 03 Mar 2009
Total Posts: 2689
29 Mar 2013 03:08 PM
Welds are very icky. For performance sake you NEED to do them with a local script - but this makes the animations look hideous for other players.
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BAUER102 is online. BAUER102
Joined: 03 Apr 2010
Total Posts: 5936
29 Mar 2013 03:15 PM
'Welds are very icky. For performance sake you NEED to do them with a local script - but this makes the animations look hideous for other players.'

I haven't had such problems in the past.
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As8D is online. As8D
Joined: 24 Dec 2009
Total Posts: 2907
29 Mar 2013 05:17 PM
Well, the ROBLOX animations are somewhat dynamic. You can change the C0 and C1 of the required JointInstances (base class for welds, motors ect) and such. But I haven't tried changing the default arguments used for playing an animation.


Here's the result of 3 days of work. Roughly:
http://www.roblox.com/Frozen-Fortress-Raid-place?id=111050996


- As, animations. And a big bunch of nothing.
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