Click to sync animation

Hello there ! So I was trying to make a click to sync the dance animation and here is the code

--local script
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local uis = game:GetService("UserInputService")


uis.InputBegan:Connect(function(key,IsTyping)
	if not IsTyping then
		if key.UserInputType == Enum.UserInputType.MouseButton1 then
			local Model = mouse.Target:FindFirstAncestorOfClass("Model")
			if Model then
				local ThePlayer = game.Players:GetPlayerFromCharacter(Model)
				if ThePlayer then
					print(ThePlayer)
					
					game.ReplicatedStorage.Sync:FireServer(ThePlayer)
				end
			end
		end
	end	
end)
--server script
 game.ReplicatedStorage.Sync.OnServerEvent:Connect(function(player,ThePlayer)
	-- play animation
	local humanoid = player.Character:WaitForChild("Humanoid") -- player humanoid
	local humanoid2 = ThePlayer.Character:WaitForChild("Humanoid") -- subject humanoid
	local animator = humanoid:WaitForChild("Animator") -- player animator
	local animator2 = humanoid2:WaitForChild("Animator") -- subject animator
	local AnimationTracks = animator2:GetPlayingAnimationTracks() 
	local animtrack2 = animator:GetPlayingAnimationTracks()

	for i,x in pairs(animtrack2) do
		x:Stop()
	end
	wait(0.05)
	print(player.Name)
	print(ThePlayer.Name)
 
	for _, v in pairs(AnimationTracks) do
		
		--v:Stop()
		if v ~= nil then
			
		
		local track = animator:LoadAnimation(v.Animation) 
		
		
		track.TimePosition = v.TimePosition
		track:AdjustSpeed(v.Speed)
		track:Play()
			

		end
	end 
end)

The issue is with the time position and also it only works with current dance since it does not detect if the animation of the second player is changed or not.
Please help!

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Still looking for help by the way! I assume there is no solution to the error

It will remain unsolved then…lol

It’s been half a year. Do you still need help? Lol.

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You bumped it, have this. Works perfectly for me! This is a script in StarterCharacterScripts.

local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")

local LocalPlayer = Players.LocalPlayer
local Character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait()
local Humanoid = Character:WaitForChild("Humanoid")
local Animator = Humanoid:WaitForChild("Animator")
local Mouse = LocalPlayer:GetMouse()

UserInputService.InputBegan:Connect(function(inputObj, processed)
	if not processed and inputObj.UserInputType == Enum.UserInputType.MouseButton1 then
		-- checks if input is mouse
		local PlayerModel: Model = Mouse.Target.Parent
		-- gets the Player's model
		if PlayerModel:IsA("Model") then
			local targetPlayer = Players:GetPlayerFromCharacter(PlayerModel)
			-- checks if this is a Player
			if PlayerModel:FindFirstChild("Humanoid") or targetPlayer then
				-- checks if the model is a Player's character or an NPC.
				-- you can modify to just players by removing  "PlayerModel:FindFirstChild("Humanoid")
				local targetHumanoid = PlayerModel:WaitForChild("Humanoid") :: Humanoid
				local targetAnimator = targetHumanoid:WaitForChild("Animator") :: Animator

				local playingAnimations = targetAnimator:GetPlayingAnimationTracks()
				local currentAnimation = playingAnimations[1] :: Instance | AnimationTrack
				-- gets the first playing animation, aka higher priority
				if not currentAnimation then return end
				-- if there's no animation, exit
				local timeStamp = currentAnimation.TimePosition :: number
				-- gets the current playing time
				
				local Animation = Animator:LoadAnimation(currentAnimation.Animation) :: AnimationTrack
				-- loads the animation
				Animation:Play()
				Animation.TimePosition = timeStamp
				-- plays the animation and sets the time to the same timestamp
			elseif not targetPlayer then return end
			-- if it's not a player or an npc then do nothing
		end
	end
end)

Note: There’s no need for a RemoteEvent for the animation to play on the Server because any animation started on a player’s client will always replicate to the server, which will replicate to all clients. Hope this (very) late answer helps!

Except the animation will not stop when you walk or jump, so fix that yourself. :stuck_out_tongue:

Additionally any animation already playing in your current Humanoid will stop. You can always stop them yourself, though. Have fun and play around!

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ah thanks haha I think changing the animation priority could solve the unsyncing issue :smiley:

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