Check if the head is used in an animation

I’m looking for a way to check if an animation affects the head.

I have a head-to-camera system where the head rotates to follow the camera. However this interferes with animations and make some animation that affect the head look weird. So I’m now thinking about how to make a system that dynamically checks if an animation affects the head in order to disable the head-to-camera system whenever it would interfere with an animation.

I’ve tried to see how I can obtain the keyframes of an animation, but to no avail… I would really appreciate it if someone that knows of a solution could help me :slightly_smiling_face:

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You could possibly make a “fake head”. Just spit balling but you could try to make a secondary head, hide the default head. Then ignore the default head, attach cam to fake head. Any animations that move the head would still play, but not move the fake head. You could make custom animations in which you DO want the head to move and apply the movement to the fake head instead of the real one.

Hi, sorry for the late reply.
That unfortunately doesn’t help me. What I want is to disable procedural-head movement whenever I’m playing an animation that moves the head, and in order to do so I’d like to have a system that checks and sets this up for me. So instead of manually marking animations that ‘use the head’ in studio, the system would take care of this for me, reducing future work but also being fool-proof in the off chance I update an animation. But thank you for your reply :slightly_smiling_face:

There is a way to read the animation data. I have done this before. I’m trying to remember how I was doing that.

Maybe it was using this: AnimationClipProvider | Documentation - Roblox Creator Hub

Or this one: KeyframeSequenceProvider | Documentation - Roblox Creator Hub

I believe you can use this service to get the AnimationClip data from the published animation using the content ID. Then you can search through the clip data for track involving the head.