Creating a Custom Character Animation System in Roblox

Hello everyone,

In this tutorial, I will be showing you how to create a custom character animation system in Roblox. This system will allow you to create and manage character animations in a more organized and efficient way.

Step 1: Create Animation Data
The first step is to create a script that will store all of the animation data. This script should have a table that holds all of the animation names, durations, and keyframes. Here is an example of what the script could look like:

local animations = {
  walk = {
    duration = 1,
    keyframes = {
      {
        CFrame = CFrame.new(0, 0, -1),
        time = 0
      },
      {
        CFrame = CFrame.new(0, 0, 1),
        time = 0.5
      },
      {
        CFrame = CFrame.new(0, 0, -1),
        time = 1
      }
    }
  },
  jump = {
    duration = 0.5,
    keyframes = {
      {
        CFrame = CFrame.new(0, 0, 0),
        time = 0
      },
      {
        CFrame = CFrame.new(0, 5, 0),
        time = 0.5
      }
    }
  }
}

Step 2: Create the Animation System
The next step is to create the actual animation system. This system will use the animation data to play the animations on the character. The system should have a function that takes an animation name and plays the corresponding animation. Here is an example of what the script could look like:

local character = script.Parent

local function playAnimation(animationName)
  local animation = animations[animationName]
  if not animation then
    return
  end

  local rootPart = character:FindFirstChild("HumanoidRootPart")
  local startTime = tick()
  while true do
    local elapsedTime = tick() - startTime
    local progress = elapsedTime / animation.duration
    if progress >= 1 then
      break
    end

    local keyframe1, keyframe2 = nil, nil
    for i = 1, #animation.keyframes do
      local keyframe = animation.keyframes[i]
      if keyframe.time <= progress then
        keyframe1 = keyframe
      else
        keyframe2 = keyframe
        break
      end
    end

    if keyframe1 and keyframe2 then
      local t = (progress - keyframe1.time) / (keyframe2.time - keyframe1.time)
      rootPart.CFrame = keyframe1.CFrame:Lerp(keyframe2.CFrame, t)
    elseif keyframe1 then
      rootPart.CFrame = keyframe1.CFrame
    end

    wait()
  end
end

Step 3: Test the Animation System The final step is to test the animation system. You can do this by calling the playAnimation function with the animation name you want to play. For example:

playAnimation("walk")

That’s it! You now have a custom character animation system that you can use to play animations on your characters. I hope this tutorial was

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