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