Thank you for this feedback, we are looking into the issue.
I borrowed something earlier for strafing & patched it into Animate without really knowing what I was doing. The player & NPCs ended up trundling about like Muppets. This update could be great. I guess this post is a reminder (to myself) to diff this feature so I can patch crouching back in.
I truly think this is gonna look amazing on Some Experiences
cool!! Can’t wait to test it out
“At this time” implies you will in the future, yes?
Huuge fan of the extra detail and immersion this feature creates.
One thing I’m cautious about though is that there used to be, and I’m pretty sure there still is(?), an animation limit per 10 seconds. I think if you play more than 10 animations in that period of time, no new animations will be replicated to other players for that period. How does that limitation interact with this feature? It looks like you’ve implemented full 8-directional movement, which will absolutely exceed this limit.
Support for default animations is present.
The behavior with Avatar => Animation == Standard is a bug.
A fix is underway.
Thanks for this feedback!
This is a really awesome feature! BUT, the way it’s being implemented is disastrous. I really don’t like how this Animate script is structured, and I think it’s horrible that the same old script is being iterated on instead of being refactored.
It’s extremely hard to read/iterate on. Explicitly listening to RotationType and AutoRotate to determine whether the humanoid is going through a strafing motion is weird, volatile, and not future proof. Trying to listen for velocity changes directly through changed events is bad practice too.
I went out of my way to rebuild Animate from the ground up to use a more modern and clean structure. It’s much easier to iterate and expand on, and it functions nearly the same as this new script!
Strafing is handled by tracking the velocity of the character relative to their orientation. Animation speeds and weights are patched by state callback functions. You can control the weight and speed of multiple tracks at the same time, and it was much easier to integrate strafing animations into this foundation than it was with the old structure.
While I don’t expect this script will be adopted by Roblox, I’d be happy to open a dialogue about the future of the Animate script. Anyone here is also free to adopt this script in place of Roblox’s default animate script. It is fully backwards compatible and free to use
Here’s a place where you can test it:
This is an update I didn’t know I needed xD
It’s a nice implementation to the animations and will certainly make them more realistic. I hope that very soon it will be compatible with all animations.
oh my god bruv
Any way to make R6 strafing?
Does the Animation Editor have built-in strafing editor? Or we should do that with a third-party program?
@BloxMachina Will there be documentation coming that outlines how to add motion data to our animations if we want to add this functionality to our own custom animations?
Also, are there plans to support “IK rotation” behavior with an avatar’s legs if they’re turning with shiftlock? Right now if you turn with shiftlock enabled, the legs & feet don’t rotate or move like they would in real life, they instead remain static and “slide” on the ground.
Def like yours a lot better. Actually supports S15 it seems without erroring out
Is it possible to use it with shift lock to test out how it looks and stuff?
this breaks the animator script when toggling Enabled
it appears the syntax here is completely wrong
here’s a simple fix:
One of many horrifying discoveries I made when I was reading the code for this lol. It only passes initially because the LocalScript starts before its children are replicated, so the body is never iterated over.
OH MY GOD I’ve been contemplating for a very long time if I should achieve this myself and they read my mind!!
I hope this wont affect R6 characters
I’ve always wonder if something like this would be added natively to the game, and I’m glad it is.
I love the way it looks, with the mostly clean transitions and what not. Although R6 isn’t supported (by what I know), I still can’t wait to see where this will go in other character animation bundles!
When will R6 get access to this too?