We’d like to have custom animals in our game that are playable and each animal has about 7 animations.
We’re aiming to make a game like Animal simulator.
The issue we are having is when spawning as an animal no animations play… It’s just a stiff static model that glides on the baseplate.
This is the code -
local Context = game:GetService("ContextActionService")
local Humanoid = script.Parent:WaitForChild("Humanoid")
local Animations = Humanoid.Parent.Animations
-- User doing an animation?
local AlreadyDoing = false
-- Animations
local Jump = Humanoid:LoadAnimation(Animations.Jump)
local Idle = Humanoid:LoadAnimation(Animations.Idle)
local SitIdle = Humanoid:LoadAnimation(Animations["Sit Idle"])
local function IdleFunc(action, state, keycode)
if AlreadyDoing then return end
if state == Enum.UserInputState.Begin then
if 0 < Humanoid.Health then
SitIdle:Stop()
Jump:Stop()
Idle:Play()
end
end
end
Context:BindAction("Idle", IdleFunc, true, Enum.KeyCode.Z)
We’ve tried adding prints to see where an issue could be with nothing… priorities are also set straight and the animations are indeed uploaded by the group and not by a single player.
Can anyone please assist? We’ve been stuck for a while now.
The rigs are made on blender, (bone rigging) and then exported to Roblox studio where I used the default Roblox animation editor to make the animations which are then published to Roblox with the group as the owner.