i’ve been trying to make a cutscene that plays for all players and the animation looks fine in the editor but when i play it in game it doesnt seem to move as much. i haven’t been able to find anything on the forum that looks like this problem.
this is what it should like look:
this is what it looks like:
i clone the characters on the client and then play the animations i exported for each character (the script below is client-sided)
local function getAnim(char,animID)
local animation = Instance.new("Animation")
animation.AnimationId = "rbxassetid://"..animID
local animationTrack = char.Humanoid.Animator:LoadAnimation(animation)
return animationTrack
end
local function createAnimChar(char,cfr)
local newChar = char:Clone()
newChar.Parent = workspace
if cfr then newChar.PrimaryPart.CFrame = cfr end
return newChar
end
Events.EndCutscene.Start.OnClientEvent:Connect(function()
local powerThing = workspace.Main.PowerRedirectoryOUTRO.PowerRedirectory.Slider.Slider
plrTrans(1)
local char = createAnimChar(RS.Main.Rep.EndCutscene.EndCutsceneChar,powerThing.Parent.Parent.PlrPos.CFrame)
local charAnim = getAnim(char,110941620710121)
charAnim:GetMarkerReachedSignal("Turn"):Connect(function()
powerThing.Parent.Parent.Light2.Color = Color3.new(0.654902, 0, 0)
powerThing.Parent.Parent.Light2.PointLight.Color = Color3.new(0.654902, 0, 0)
TS:Create(powerThing,TweenInfo.new(1,Enum.EasingStyle.Linear),{CFrame=powerThing.CFrame*CFrame.Angles(0,0,math.rad(-110))}):Play()
task.wait(1)
powerThing.Parent.Parent.Light1.Color = Color3.new(0.435294,1,0.0823529)
powerThing.Parent.Parent.Light1.PointLight.Color = Color3.new(0.435294,1,0.0823529)
local door = workspace.Main.Gates.ExitGate.Door
local sfx = RS.Main.Rep.GateOpen:Clone()
sfx.Parent = door sfx:Play()
local pos = door.Position
local newPos = Vector3.new(pos.X,pos.Y - 8,pos.Z)
--TS:Create(door,TweenInfo.new(7,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut),{Position = Vector3.new()}):Play()
end)
local fleshlings = RS.Main.Rep.EndCutscene.Fleshlings
coroutine.resume(coroutine.create(function()
for i,v in pairs(fleshlings:GetChildren()) do
local fChar = createAnimChar(v)
local fCharAnim = getAnim(char,fChar.AnimID.Value)
fCharAnim:Play()
end
end))
--setCamTarg(char.Head)
charAnim:Play()
charAnim.Ended:Wait()
workspace.Thud:Play()
script.Parent.Parent.OutroMainFrame.Visible = true
end)