So I’m attempting to add animations to the Dummy’s in my intro cutscene.
I’ve used animations on dummies before without issue, however in this case there is a bizarre (to me) problem.
The animation will show when I view it in studio test view, however on the client test view when my cutscene cuts to its scene its still in its basic pose. Despite it being playing in the server.
I run my cutscene through a local script in PlayerScript
It uses 3 parts as different camera angles
VOMIT WARNING:I’m still learning and my code is probably disgusting
Here is my Cutscene script
wait()
game.Workspace:WaitForChild("Sound").Volume = 0
local Camera = workspace.CurrentCamera
local Player = game.Players.LocalPlayer
local Character = Player.Character
local Point1 = workspace.Point1
local guis = game.Players.LocalPlayer.PlayerGui
local scenes = game.Players.LocalPlayer.PlayerGui:WaitForChild("Cutscene")
local event = game:GetService("ReplicatedStorage").PlayerCommands.Drive
scenes.Black.Visible = true
guis:WaitForChild("Syx").QueueButton.Visible = false
guis:WaitForChild("Syx").TextButton.Visible = false
wait(5)
repeat
wait()
scenes.Black.Visible = false
Camera.CameraType = Enum.CameraType.Scriptable
scenes.Fuzzy.Visible = true
until Camera.CameraType == Enum.CameraType.Scriptable
Camera.CFrame = Point1.CFrame
local breath = game.Workspace:FindFirstChild("Breathing").Breath
local Point2 = workspace.Point2
local function TweenCamera(Pos)
local TweenService = game:GetService("TweenService")
local TweenInf = TweenInfo.new(3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0)
local Tween = TweenService:Create(Camera, TweenInf, {CFrame = Pos})
Tween:Play()
breath.Volume = .15
end
wait(4)
scenes.Fuzzy.Visible = false
TweenCamera(Point2.CFrame)
local mumble = game.Workspace:FindFirstChild("Mumble").Mumble
wait(1)
mumble:Play()
wait(3.5)
local Point3 = workspace.Point3
event:FireServer()
TweenCamera(Point3.CFrame)
wait(10)
scenes.Black.Visible = true
wait(5)
scenes.Black.Visible = false
Camera.CameraSubject = Player.Character.Humanoid
Camera.CameraType = Enum.CameraType.Custom
game.Workspace:FindFirstChild("Sound").Volume = .75
guis:WaitForChild("Syx").QueueButton.Visible = true
guis:WaitForChild("Syx").TextButton.Visible = true
scenes.Fuzzy.Visible = true
scenes.Wake.Visible = true
The Dummy is located in Workspace alongside some irrelevant junk
I haven’t been able to find any helpful topics related to this, I’m not even entirely sure what to search for here. I’m sorry if the solution is simple and I’m just an idiot
Congrats on your first post! As for your problem, try making the script a local script instead and playing it there… not 100% sure that will work but it’s worth a try.
Another thing is that I have dummies that I’m playing r15 animations on, and this is my script:
local hum = script.Parent:WaitForChild("Humanoid")
local anim = hum:LoadAnimation(script:FindFirstChildOfClass("Animation"))
anim:Play()
However it’s important to note that I’ve inserted the characters with Moon Animator’s Character Inserter, which I recommend.
I thought the local script would work aswell, however when its a local script it wont play or give anything in the output. I’m assuming because its a server object being changed. I have Moon installed however I haven’t used it yet because I haven’t bothered to research how to use it
I appreciate it. Is your script in a localscript or ?
Haha no it’s a server script which I didn’t realize until after I suggested to change it to a local script. Is it possible that there’s a problem with the animation instead? Because your script looks fine to me (give me 1 second to test it though).
Okay I tested it and it works just fine for me, so it can’t be the script. It’s either something that’s messing with the character or something in the animation… Is your animation R6 or R15?
R15. I also think its something to do with the cutscene. I know the cameras aren’t a still image because there are other moving parts in the cutscene that work just fine, Granted its models being moved with vector3.new
You’re right, this is very weird… The only other thing I can suggest is trying to make a second animation and seeing if it still breaks, and if it doesn’t then it’s probably an issue with the original animation