Animation Morphs onTouch?

back at it again in scripting support
[backflip] [sound of a krispy kreme sign being knocked off the wall and clattering to the floor]

Playing around with Studio some time ago, I tried my hand at animating a run cycle similar to those used in Kaiju Paradise’s Slime Pups and Lab Experiment’s cats, with success.
After adjusting it for use in a game concept I have in the works, my confusion comes with applying the animations.

I want to use a standard morph button which changes the player when stepped on. I was planning it use these in this same game to change the player’s size, but would need for some to apply the animations as well. I know how to change a character’s appearance using an onTouch brick, but how do I change their animations? The relevant animations in question would be the idle, walk, and run animations, as well as both swimming animations. (As a secondary question: are R6-based animations compatible with R16 models? I imagine they would be, due to backwards compatibility, but Roblox really is just a wildcard.)

I’m not terribly sure how to script this, either. It seems like giving players animations don’t work the same way giving them a Gear or GUI would.
I imagine I would simply copy the Animate script into their Humanoid after they touch the brick, and then destroy the same Animate script if they were to morph into a standard upright morph again. At the same time, I’d want to remove the emote animations, but I’m unsure how to disable emotes to begin with.

Sorry if this is a bit confusing. I don’t know where to start.

Reminder I’m autistic, please be patient with me!

1 Like
game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.EmotesMenu, false)

There’s one part of your problem solved.

1 Like

To remove the emotes you can just remove their id here on the animate script
image
just make them “”
and to change the character animations delete the animate script and clone this script inside the character

local Character=script.Parent
local Humanoid=Character:WaitForChild("Humanoid")
local Tracks=Humanoid:GetPlayingAnimationTracks()
for _,v in pairs(Tracks) do v:Stop() end
script:Destroy()

Then clone your new animate script inside the character and you should be ready to go!

Thanks. I’m hitting another roadblock, though. In trying to clone the Animate script to the player Humanoid, the console returns
14:24:21.834 Workspace.Button.Script:16: Expected identifier when parsing expression, got '=' - Studio - Script:16

Admittedly I don’t know much about clone() so this may be why, but my script at present looks like this:

local Animate = script.Parent:FindFirstChild("Animate")

part.Touched:Connect(function(hit)
	local Humanoid = hit.Parent:FindFirstChild("Humanoid")
	if Humanoid then
		local HS = Humanoid.HeadScale
		local BDS = Humanoid.BodyDepthScale
		local BWS = Humanoid.BodyWidthScale
		local BHS = Humanoid.BodyHeightScale

		HS.Value = 1
		BDS.Value = 1
		BWS.Value = 1
		BHS.Value = 1

		Animate:clone() = Humanoid
	end
end)

I’m not terribly sure how to format clone() and haven’t been successful in finding much on it (definitely due to how I’m wording it when I search it up, I’m sure).

You need to parent it so do

Animate:Clone().Parent = Humanoid

Problem is you’re not really parenting the animate script to the humanoid instead do

Animate:Clone().Parent = Humanoid

And captalize the “Clone”
The code actually thinks you’re trying to assign something from inside of it (like a variable) if theres no property.

Thank you guys much. Also fixed an error where I forgot to call what part was on line 3.

However, Studio continues to hate my guts, and won’t animate the character.
The Animate script (located where it should be, in the player’s Humanoid) is:

(NOTE: Where it reads “[CUSTOM ANIMATION]”, these are the number IDs for my animations and are actually filled in on the script properly.)

local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"

local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0

local runAnimTrack = nil
local runAnimKeyframeHandler = nil

local animTable = {}
local animNames = { 
	idle = 	{	
		{ id = "http://www.roblox.com/asset/?id=[CUSTOM ANIMATION]", weight = 10 }
			},
	walk = 	{ 	
		{ id = "http://www.roblox.com/asset/?id=[CUSTOM ANIMATION]", weight = 10 } 
			}, 
	run = 	{
		{ id = "http://www.roblox.com/asset/?id=[CUSTOM ANIMATION]", weight = 10 } 
			}, 
	swim = 	{
		{ id = "http://www.roblox.com/asset/?id=1083222527", weight = 10 } 
			}, 
	swimidle = 	{
		{ id = "http://www.roblox.com/asset/?id=1083225406", weight = 10 } 
			}, 
	jump = 	{
		{ id = "http://www.roblox.com/asset/?id=[CUSTOM ANIMATION]", weight = 10 } 
			}, 
	fall = 	{
		{ id = "http://www.roblox.com/asset/?id=616157476", weight = 10 } 
			}, 
	climb = {
		{ id = "http://www.roblox.com/asset/?id=1083182000", weight = 10 } 
			}, 
	sit = 	{
		{ id = "http://www.roblox.com/asset/?id=[CUSTOM ANIMATION]", weight = 10 } 
			},	
	toolnone = {
				{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 } 
			},
	toolslash = {
				{ id = "http://www.roblox.com/asset/?id=522635514", weight = 10 } 
			},
	toollunge = {
				{ id = "http://www.roblox.com/asset/?id=522638767", weight = 10 } 
			},
	wave = {
				{ id = "", weight = 10 } 
			},
	point = {
				{ id = "", weight = 10 } 
			},
	dance = {
				{ id = "", weight = 10 }, 
				{ id = "", weight = 10 }, 
				{ id = "", weight = 10 } 
			},
	dance2 = {
				{ id = "", weight = 10 }, 
				{ id = "", weight = 10 }, 
				{ id = "", weight = 10 } 
			},
	dance3 = {
				{ id = "", weight = 10 }, 
				{ id = "", weight = 10 }, 
				{ id = "", weight = 10 } 
			},
	laugh = {
				{ id = "", weight = 10 } 
			},
	cheer = {
				{ id = "", weight = 10 } 
			},
}

-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

math.randomseed(tick())

function configureAnimationSet(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	local allowCustomAnimations = true
	local AllowDisableCustomAnimsUserFlag = false

	local success, msg = pcall(function()
		AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2")
	end)

	if (AllowDisableCustomAnimsUserFlag) then
		local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
		if not success then
			allowCustomAnimations = true
		end
	end

	-- check for config values
	local config = script:FindFirstChild(name)
	if (allowCustomAnimations and config ~= nil) then
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
		local idx = 1
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject == nil) then
					animTable[name][idx].weight = 1
				else
					animTable[name][idx].weight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				idx = idx + 1
			end
		end
	end

	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
--			print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
		end
	end
end

-- Setup animation objects
function scriptChildModified(child)
	local fileList = animNames[child.Name]
	if (fileList ~= nil) then
		configureAnimationSet(child.Name, fileList)
	end	
end

script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)


for name, fileList in pairs(animNames) do 
	configureAnimationSet(name, fileList)
end	

-- ANIMATION

-- declarations
local toolAnim = "None"
local toolAnimTime = 0

local jumpAnimTime = 0
local jumpAnimDuration = 0.31

local toolTransitionTime = 0.1
local fallTransitionTime = 0.2

-- functions

function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
		oldAnim = "idle"
	end

	currentAnim = ""
	currentAnimInstance = nil
	if (currentAnimKeyframeHandler ~= nil) then
		currentAnimKeyframeHandler:disconnect()
	end

	if (currentAnimTrack ~= nil) then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end

	-- clean up walk if there is one
	if (runAnimKeyframeHandler ~= nil) then
		runAnimKeyframeHandler:disconnect()
	end
	
	if (runAnimTrack ~= nil) then
		runAnimTrack:Stop()
		runAnimTrack:Destroy()
		runAnimTrack = nil
	end
	
	return oldAnim
end

function getHeightScale()
	if Humanoid then
		local bodyHeightScale = Humanoid:FindFirstChild("BodyHeightScale")
		if bodyHeightScale and bodyHeightScale:IsA("NumberValue") then
			return bodyHeightScale.Value
		end
	end
	
	return 1
end

local smallButNotZero = 0.0001
function setRunSpeed(speed)
	if speed < 0.33 then
		currentAnimTrack:AdjustWeight(1.0)		
		runAnimTrack:AdjustWeight(smallButNotZero)
	elseif speed < 0.66 then
		local weight = ((speed - 0.33) / 0.33)
		currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
		runAnimTrack:AdjustWeight(weight + smallButNotZero)
	else
		currentAnimTrack:AdjustWeight(smallButNotZero)
		runAnimTrack:AdjustWeight(1.0)
	end
	
	local speedScaled = speed * 1.25

	local heightScale = getHeightScale()	
	
	runAnimTrack:AdjustSpeed(speedScaled / heightScale)
	currentAnimTrack:AdjustSpeed(speedScaled / heightScale)
end


function setAnimationSpeed(speed)
	if speed ~= currentAnimSpeed then
		currentAnimSpeed = speed
		if currentAnim == "walk" then
			setRunSpeed(speed)
		else
			currentAnimTrack:AdjustSpeed(currentAnimSpeed)
		end
	end
end

function keyFrameReachedFunc(frameName)
	if (frameName == "End") then
		if currentAnim == "walk" then
			runAnimTrack.TimePosition = 0.0
			currentAnimTrack.TimePosition = 0.0
		else
			local repeatAnim = currentAnim
			-- return to idle if finishing an emote
			if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
				repeatAnim = "idle"
			end
			
			local animSpeed = currentAnimSpeed
			playAnimation(repeatAnim, 0.15, Humanoid)
			setAnimationSpeed(animSpeed)
		end
	end
end

function rollAnimation(animName)
	local roll = math.random(1, animTable[animName].totalWeight) 
	local origRoll = roll
	local idx = 1
	while (roll > animTable[animName][idx].weight) do
		roll = roll - animTable[animName][idx].weight
		idx = idx + 1
	end
	return idx
end

function playAnimation(animName, transitionTime, humanoid) 	
	local idx = rollAnimation(animName)
	local anim = animTable[animName][idx].anim

	-- switch animation		
	if (anim ~= currentAnimInstance) then
		
		if (currentAnimTrack ~= nil) then
			currentAnimTrack:Stop(transitionTime)
			currentAnimTrack:Destroy()
		end

		if (runAnimTrack ~= nil) then
			runAnimTrack:Stop(transitionTime)
			runAnimTrack:Destroy()
		end

		currentAnimSpeed = 1.0
	
		-- load it to the humanoid; get AnimationTrack
		currentAnimTrack = humanoid:LoadAnimation(anim)
		currentAnimTrack.Priority = Enum.AnimationPriority.Core
		 
		-- play the animation
		currentAnimTrack:Play(transitionTime)
		currentAnim = animName
		currentAnimInstance = anim

		-- set up keyframe name triggers
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end
		currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
		
		-- check to see if we need to blend a walk/run animation
		if animName == "walk" then
			local runAnimName = "run"
			local runIdx = rollAnimation(runAnimName)

			runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
			runAnimTrack.Priority = Enum.AnimationPriority.Core
			runAnimTrack:Play(transitionTime)		
			
			if (runAnimKeyframeHandler ~= nil) then
				runAnimKeyframeHandler:disconnect()
			end
			runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)	
		end
	end

end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil

function toolKeyFrameReachedFunc(frameName)
	if (frameName == "End") then
		playToolAnimation(toolAnimName, 0.0, Humanoid)
	end
end


function playToolAnimation(animName, transitionTime, humanoid, priority)	 		
		local idx = rollAnimation(animName)
		local anim = animTable[animName][idx].anim

		if (toolAnimInstance ~= anim) then
			
			if (toolAnimTrack ~= nil) then
				toolAnimTrack:Stop()
				toolAnimTrack:Destroy()
				transitionTime = 0
			end
					
			-- load it to the humanoid; get AnimationTrack
			toolAnimTrack = humanoid:LoadAnimation(anim)
			if priority then
				toolAnimTrack.Priority = priority
			end
			 
			-- play the animation
			toolAnimTrack:Play(transitionTime)
			toolAnimName = animName
			toolAnimInstance = anim

			currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
		end
end

function stopToolAnimations()
	local oldAnim = toolAnimName

	if (currentToolAnimKeyframeHandler ~= nil) then
		currentToolAnimKeyframeHandler:disconnect()
	end

	toolAnimName = ""
	toolAnimInstance = nil
	if (toolAnimTrack ~= nil) then
		toolAnimTrack:Stop()
		toolAnimTrack:Destroy()
		toolAnimTrack = nil
	end

	return oldAnim
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS

function onRunning(speed)
	if speed > 0.5 then
		local scale = 16.0
		playAnimation("walk", 0.2, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil then
			playAnimation("idle", 0.2, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	local scale = 5.0
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / scale)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

function onSwimming(speed)
	if speed > 1.00 then
		local scale = 10.0
		playAnimation("swim", 0.4, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Swimming"
	else
		playAnimation("swimidle", 0.4, Humanoid)
		pose = "Standing"
	end
end

function animateTool()
	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

local lastTick = 0

function stepAnimate(currentTime)
	local amplitude = 1
	local frequency = 1
  	local deltaTime = currentTime - lastTick
  	lastTick = currentTime

	local climbFudge = 0
	local setAngles = false

  	if (jumpAnimTime > 0) then
  		jumpAnimTime = jumpAnimTime - deltaTime
  	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.2, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
		stopAllAnimations()
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

	-- Tool Animation handling
	local tool = Character:FindFirstChildOfClass("Tool")
	local requireHandleCheck = not UserSettings():IsUserFeatureEnabled("UserToolR15Fix")
	if tool and ((requireHandleCheck and tool.RequiresHandle) or tool:FindFirstChild("Handle")) then
		local animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = currentTime + .3
		end

		if currentTime > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end

		animateTool()		
	else
		stopToolAnimations()
		toolAnim = "None"
		toolAnimInstance = nil
		toolAnimTime = 0
	end
end

-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)

-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
	local emote = ""
	if (string.sub(msg, 1, 3) == "/e ") then
		emote = string.sub(msg, 4)
	elseif (string.sub(msg, 1, 7) == "/emote ") then
		emote = string.sub(msg, 8)
	end
	
	if (pose == "Standing" and emoteNames[emote] ~= nil) then
		playAnimation(emote, 0.1, Humanoid)
	end
end)



-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"

-- loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do
	local _, currentGameTime = wait(0.1)
	stepAnimate(currentGameTime)
end

I imagine this is failing because I either

  • Need to Destroy() the animations the player already has (like what @DevSersponge said earlier? clarification might be nice though- in this case, how would I destroy the old animations BEFORE cloning the new Animate script? use wait()?)
  • Was wrong and there is no backwards compatibility on R16 models, and they can’t use R6 animations, which are what my animations are based on. I could bite the bullet and switch the game’s avatar default to R6, or bite the significantly larger bullet and make new R16 animations instead. (If this is the case: is there a way to turn R6 animations to R16? Is there a plugin for this?)
  • Some other unknown reason I don’t know applies.

animation painful! im baby.

Bumping this considering I’m still having this problem.