Preview
Visit the preview place to try it out.
Installation Guide
To begin, get the model here
Installation is straight forward. Place the model under StarterGui
How to start the service
Require the module from a starter player script.
local playerGui = game.Players.LocalPlayer.PlayerGui
local Animify = require(playerGui:WaitForChild('AnimationGui'):WaitForChild('AnimifyClient'))
By default, Animify will automatically load once required.
How to create animations and sections
To create a section, create a ModuleScript
under the Sections folder.
The Name
of this module script will be the name of the section.
To add animations to your new section, make a list like this
-- inside the module script
return {
['My Animation'] = 123456
}
The name of the animation and the ID of the animation (number).
Alternativley, you can create sections with the API using Controller.AddAnimation() (See API)
This is useful if you want to add a custom animation that may not be accessible by all players. Eg, a vip animation
API
Please note that the AnimifyClient module is referred to as “Controller” in this section.
Controller.AddAnimation(sectionName, animationTitle, animationId)
Adds an animation to the GUI under a specified section.
-
Arguments:
-
sectionName
: Name of the section to place the animation under. If no section exists, it will create one. -
animationTitle
: The display name of the animation. -
animationId
: The number ID used to load the animation.
-
Controller.Query(text)
Searches through button attributes for a section name and disables buttons that don’t match.
-
Arguments:
-
text
: The string to search for in section names.
-
Controller.ToggleState()
Toggles the visibility of the main GUI and the side button.
Controller.OpenGui()
Opens the main GUI. Useful for custom open/close button implementations.
Controller.CloseGui()
Closes the main GUI.
Controller.Refresh()
Deletes all buttons in the GUI and creates new ones from the sections list.
Controller.EnableToggle()
Makes the default toggle button visible.
Controller.DisableToggle()
Hides the default toggle button, useful if you want to implement your own button.
Controller.Frame
Returns the MainFrame of the GUI.
Configuration
The configs are located under “AnimifyClient” module, it’s called “Configuration”
Configuration.UsePlayerCharacter
(bool)
Determines wether the gui will use dummies or the player character to preview animations
Set to true by default.’
If the player’s character is R6
then make sure you only add R6 animations. Same goes to R15
. Other wise the animation won’t play.
Configuration.LoadOnRequire
(bool)
If set to true, Animify will load when required (will yield thread until complete). If you disable this, you can use Controller.Refresh()
to load the gui manually.
Configuration.DefaultAvatarType
(string)
If Configuration.UsePlayerCharacter is set to false, the controller will load a template based off this setting. It can either be R6
or R15
, if an invalid type is set. The controller will warn and not display your animations.
DefaultAvatarType must match Animations, If your animations are not the same type as the Config, they won’t play. Ex, Adding an R15 animation when the AnimationType is set to R6 won’t work.
Configuration.SectionsEnabled
(bool)
Enables or disables the top section bar in the GUI.
Configuration.HideUiOnSelect
(bool)
Determines whether the UI should automatically close after an animation is selected
Configuration.ToggleButton
(bool)
The default toggle button visibility, Set this to false if you implement KeyBinds.
Configuration.ViewDistance
(number)
Sets the distance from which the camera will focus on the avatar in the viewport.
Configuration.KeyBind
(Enum.KeyCode
)
Defines the keybind for toggling Animify. Set this to nil to disable keybinding entirely. Animify will throw a warning if the type is invalid.