Hi, make sure to set Connections.AutoAdjustSpeedMultipliers to false
Unfortunately i dont, if you could send a reproduction place for the issue thatd be great
Hi, make sure to set Connections.AutoAdjustSpeedMultipliers to false
Unfortunately i dont, if you could send a reproduction place for the issue thatd be great
yeah let me get back home and iâll do it
it should be good
PoseController:StopCore() â PoseController:StopCoreAnimations())SimpleAnimate.new() no longer requires manual animation list input if your rig contains a Humanoid (will infer from RigType)You know, this module is amazing. The state machine integration, the custom character controller integration and the immaculate documentation. But, there are a few things that are holding back the script for me.
For instance, the movement speed animation multiplier is borked by default. The running animation and climbing animation always play at full speed, regardless of how fast youâre going (climbing animation plays even when standing still.) Every slight movement causes the animations to play from the beginning.
Changing core animations in real time also doesnât work with the scriptâs AnimInfo type (which is the example used in the documentation).
Itâd be nice to see all of these things ironed out in a future update. For now, Iâll have to use another script, but I hope to come back to this some other time.
Hi, this seems to be a persistent issue thatâs reported but i canât replicate in a pure baseplate with r6/r15 characters or even custom rigs, are there any more details as to when this weird behavior occurs/why it could possibly happen?
If youâre talking about PoseController:ChangeCoreAnim(), this isnât supposed to be used in the middle of an animation :V It simply swaps the stored AnimInfo with the one you specified, if you want to âinterruptâ core animations with your own itâs actually best to define it like this:
local animations = SimpleAnimate.getCopyOfAnimsList("R6")
animations["Sprint"] = {{id = "rbxassetid://1234", weight = 10}}
local controller = SimpleAnimate.new(rig, true, animations)
local pose = controller.Core.PoseController
local lastPose = pose:GetPose()
pose:SetCoreActive(false) -- We override the core
pose:ChangePose("Sprint")
pose:SetCoreActive(true) -- Give control back
pose:ChangePose(lastPose) -- This is actually optional but i like to do it
Of course you must swap to your custom poses manually but yea this works
Theres alot of ways to do it but the main theme is overriding control of Core to play your own animations before giving control back
Yeah this is intended behavior