My game uses KeyframeReached for a LOT of its animation purposes and suddenly everything is broken. It feels like it’s simply not firing anymore. The walk animation doesn’t even loop now.
Did something change with animations recently? Do I need to go back to my old uploaded animations and fix their Keyframe names? Did those get wiped?
I’ve always had issues using KeyframeRached. One being where it would fire within multiple intervals at all different randomized times each time I ran an animation, and sometimes not at all. I suggest you use preset timed intervals instead for the time being.
Someone help, please?? Were there undocumented animation changes? Is KeyframeReached entirely broken? Did the names of keyframes in published animations get wiped?
The loop in the running animation doesn’t even work anymore because it can’t detect the End keyframe. What happened?
[quote] The walk animation is not set to be looped, and there is no “End” frame for the script to catch. [/quote]That’s really strange because it had an End keyframe a week ago, as did the somersault animation. I tried reuploading the walk animation with End but it doesn’t seem like the update went through. I’ll try it again soon, I suppose.
The other keyframes of my animations are still there and properly named, but several of them have had the “End” keyframes (which are on the very last frame of the animation) renamed to… whatever this is supposed to be. I can’t seem to fix it by renaming it and updating it, either.
EDIT: Yep, whenever I rename the last frame to End and republish, it just goes back to being weird gibberish.
A nice little bit of a guide CodeWriter wrote up when the editor was released:
[spoiler][quote] [ul]
[li]Ctrl-Click will select a key frame part position. It will turn a grey when selected.[/li]
[li]Once you have selected positions, you can move the time cursor (the red bar) to another time and use Ctrl-V to paste the selected positions at that new time.[/li]
[li]You can reposition a key frame by dragging on the key frame bar in the yellow area.[/li]
[li]You can change the length of an animation by clicking on the last time in the timeline.[/li]
[li]You can delete or rename a key frame by right clicking on the key frame bar in the yellow area.[/li]
[li]You can disable parts for the current animation by toggling the yellow boxes on the left side.[/li]
[li]You can change the priority of the animation from the drop down menu. If you want to play your animation over an existing one, choose a priority higher than Core. If multiple animations are currently playing, in general, only the highest priority one will play.[/li]
[li]The animation editor will work with non-default character rigs as long as the figure you are animating has a HumanoidRootPart.[/li]
[/ul] [/quote]
And a little later:
[quote] A new version of the Animation Editor is now available. If you’ve already installed the Editor, you can get the latest version using the “Manage Plugins” in Studio.
Fixes in this update include:
[ul]
[li]Changed right click menus to now use Shift-Right Click to prevent conflicts with Studio’s right click menu.[/li]
[li]Modified the Pose paste key to be ‘V’ instead of ‘Ctrl-V’ to prevent conflicts with Studio’s paste functionality.[/li]
[li]Added rotation and move snap guides similar to the move and rotate tools in Studio. The modes can be toggled using either the button at the bottom when a part is selected or by hitting the ‘T’ key. Separate settings are retained for both move and rotate.[/li]
[li]Several shut down bugs were fixed that could cause the plugin to become unavailable.[/li]
[/ul] [/quote]
Not sure if there’s been many more actual updates to it since then.
[/spoiler]
KeyFrameReached works just fine. Sometimes animations do not have “End” but “KF2” etc. To find out the last keyframe just print each keyframe name when testing the animation. I’ve been experiencing a problem with animations that supposed to loop like OP stated. I have gotten around this issue by reloading the animation on the humanoid each time the animation ends and then play the newly loaded animation. Works actually better for me, before there was a delay between loops.
The problem is that I’m trying to name my final frames “End” but after a recent update they will ALWAYS automatically change to KF0.812793712938 or whatever when I publish.
I got an idea that the problem was in updating old animations, so I attempted to publish an entirely new one to use and see if the bug still occured- nope. Newly published animations overwrite the final frame’s keyframe name as well.
It seems to occur when it’s published to the site? I’m not really sure what the cause is but, as I’ve already said, a recent update overwrote all of my animation’s end keyframe names & any new ones published do the same.
Tyler, can you PM me with the asset that you are trying to modify? I haven’t been able to reproduce your issue with any of the animations that I have used as test cases.
[quote] Tyler, can you PM me with the asset that you are trying to modify? I haven’t been able to reproduce your issue with any of the animations that I have used as test cases. [/quote]Sent.