Animation system for anchored parts

Rough example of use:

[spoiler]
External Media

[size=1]the gif is a little broken[/size]
The animation was made in about 4 minutes.[/spoiler]

At the moment it’s just a few hotkeys and a time slider. There will be more functionality such as copying and pasting keyframes, moving them around and selecting multiple joints at once or even selecting only the X-axis of rotation or position and adding a separate keyframe for them. There will also be a nice UI for it.

Now it’s just a sine lerp between keyframes, but I am looking forward to add Bezier splines to make the animation juicy and smooth and wonderful and fantastic and… and… everything.

There are some bugs still, arm may suddenly rotate around 360 degrees, but I can’t actually think of anything else than that.

As far as I know, the localscript in the Animation plugin has the code to play animations.
Just feed it a KeyframeSequence you created with the Animation plugin.
That should work well :stuck_out_tongue:

The main thing here is I don’t like the animation system roblox made, as it only supports certain things. You can animate anything with this and this will allow extended smoothening. Roblox animations are all linearly interpolated, which is ugly and sad. KeyframeSequences, yuck. Animation instances, yuck. Instances are yuck.

I’m going to be using this for many creature types: spiders, otters, humans, walruses and whatnot. Roblox’s own animations won’t support this stuff.

If you’re sure of your case, I’ll support it, as good things can be made better.

Reminds me of the anchored animations DoogleFox was doing for his game. :stuck_out_tongue:

That looks pretty cool. Would be useful to make roblox movies too.

Nice! I took the opposite route and instead of anchored objects I’ve been working on a player animation system. I’ve got the actual system and animation reading finished, its just an editor I need to do now.

I’m horrible with most gui work, and in terms of putting an editor together I feel like I’m doing it blind. Any tips as to a solid editor?

[quote] Nice! I took the opposite route and instead of anchored objects I’ve been working on a player animation system. I’ve got the actual system and animation reading finished, its just an editor I need to do now.

I’m horrible with most gui work, and in terms of putting an editor together I feel like I’m doing it blind. Any tips as to a solid editor? [/quote]

Make it simplistic. A complicated interface will confuse people and put them off using it. It’s just like opening Visual Studio for the first time; there’s a lot of new things which confuse you and you have to learn how to use them. If it’s simplistic, you won’t need to go through that process as everything’s all there for you.