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What do you want to achieve? Keep it simple and clear!
I was using Moon Animator and I was wondering how do devs make their animations for battlegrounds games. Do they animate it and did with all the movement by tweening the player or is their a way to play the cframe from animations in game? -
What is the issue? Include screenshots / videos if possible!
I tried using moon animator to make a jump/dash attack but either it would make the players character go back to the original position it started from or wouldn’t move the player at all. -
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
I’ve looked for solutions on the devforum and tried using getmarkerreachedsignal and keyframereached to make the hrp.CFrame = to torso.CFrame but both still cause the player to snap back to the starting position and this was with a rig animation. When trying it with just being a moon file, it wouldn’t even move the player.
Is this in the wrong forum? I would gladly appreciate if someone would let me know if I made a mistake posting it here
so i am making a battlegrounds game aswell and the way i do it is firstly i animate the anim and animate where the player and the enemy go but after it looks good i made animation events like startRun or endRun then i change the anim so that the player and enemy stays in place during the animation. (if you look at the sneak peak of the ignite burst attack in TSB, it shows that the character does not move at all). In the code i tried tweening but it looks choppy in my opinion so i use body velocity instead.
To reduce most lag is that i play the animation on the server and client at the same time and when animation events reach startRun etc, it does the body velocity for x amount of time and such.
hopefully this helped you.