Custom-made animation system that uses keyframesequences

Hello everyone, I thought I’d want to share this with you guys since there isnt many resources about this

Basically what this is is, it loads keyframesequences as if they were an “animation” and you can play it, stop it
I havent included much of the features that the roblox one has because I got a little tired and thought I’d share this, I’ll still make the rest but I’ll decide if I want to share the better one, based on your guys’ feedback! So if you guys like this and want me to release the soon-to-come better version, please drop a heart

There isnt really much to share or talk about this script since it’s very similiar to the roblox version so I’ll give out examples
Lets say we have a run animation to play with the KeyframeSequence being in a folder called “Animations” inside a player or an npc.
We simply write this code…

local AnimationHandler = require(script.AnimationHandler)


local CharacterObj = AnimationHandler:CreateCharacterObject(script.Parent) --Makes the character into an object-type table that basically operates with runtime and other global things, think it like an "animator" instance where you load animations into it

local Run = AnimationHandler:LoadAnimation(CharacterObj, script.Parent.Animations.RunFast) --We put our character object and our keyframe sequence

Run:Play() --And we simply play it!

Yes, it is as simple as that! This module can play all kinds of animations except easing styles. I am still working on easing styles, they arent implimented because of their sheer amount.
Aside that, it can easily handle custom easing styles like in moon animator and even blender animations where keyframes are placed frame by frame!

I’ve also made priorities however they are limb by limb, though I will add multiple modes to this in the potentially-soon-to-come version.

What do I mean limb by limb? If you play an animation that only animates the left arm and have it as action4, and another and have it as right arm and priority as action3, both will play because they dont relate to each other.

Almost forgot to mention but this also has looping, wouldnt really be an animationhandler without looped animations, would it?

I was thinking of adding :Wait() aswell but I’ve worked on this for 4 hours so I decided to drop it for now, I will definitely add that though!

You can use this module to make all kinds of goofy things in the games you dev in without having to reupload animations or whatever. This shouldnt be used for practicality but only for messing around. Atleast that’s what I recommend.

Anyways, that’s all. You can download the module here:

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Hey, this resource looks really promising however i noticed that in the repo you only provided the RBXM file and not the various files. If you would add the individuals file i would be happy to contribute.

Hey, sorry for that! I am still learning how to use github.

I would like to say that I hear you out and I will provide/add the individual files as soon as I can.

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If you struggle with visual studio you can drag and drop the individual modules in the github repo webpage. Also its not a bad thing to have the RBXM complete file just upload it on the “Release” tab on the right of the repo’s page so its easier to download and see previous versions.

All done!
Contribution will be open for a certain amount of time until I’m ready to start working on the 2nd update, I will edit the original message and say when the contributions will be closed.
I am thinking of a very ambitious yet very useful use for this module. I will build it ontop of this.

Before that though, I’ll need to make a little plugin which is why comissions will stay open for a good amount of time.

Alright sounds great. I was editing this module and made a quicker version that dosent requires any charscter class. You just require the module and boom you play the animation. I will also add some types to make it easier. If you want when im done ill make a request on the repo

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