@BloxMachina Would like to draw attention specifically to the issue I mention in this reply. Have you seen / do you foresee issues with this? Will / has this limit been expanded?
Great question!
We don’t foresee issues with this at this time for 3 reasons, all visible in the Animate script:
- The way the blending works, even when you are moving at an uncommon speed and direction (say 10 studs per second and left/forward/left with a game controller), at any given timestep the code should only update at most 4 locomotion animations. (A walk and run to the left, and a walk and run to the right). In the past this cap would be 2, Walk and Run, so this number is not growing much.
- Updates occur at most once per 0.1 seconds.
- Tiny changes to direction/speed do not produce recalculation of animation properties.
Im pretty sure it wont, as, from what i have seen, roblox dosent really like to work with r6 bc its glitchy.
This is awesome! Can we also get this for R6?
Updates to the Strafing Animations beta as of today:
- Settings for Humanoid.AutoRotate and RotationType (aka “shift lock”) are ignored for purposes of strafing. When strafing is enabled, you will always use strafing animations and never “moonwalk”. (Note that strafing is still disabled if you override the default Walk or Run on your Avatar page.)
- Legacy Walk and Run have been replaced with a strafing-friendly Walk and Run that blend more smoothly.
- A bug with configuring child animations of the Animate script has been fixed.
Thanks again to the community for identifying issues with the beta, it’s an essential part of delivering a robust feature!
I now am seeing this weird animation overlapping effect when running with my avatar after this change.
@Maximum_ADHD 's implementation seems to be more fluent but still has some choppiness as seen by the head, leading me to believe it’s either an issue both scripts share or the something to do with the animation.
I’ve also noticed that the strafing animations are not being loaded in when using a custom animate script, but I’m assuming that’s just because this is still in beta.
The game will not assume Devs want strafing animations included when the Animate script is overridden.
Of course, nothing prevents Devs from manually copying the default animation tree to underneath their custom Animate.lua in StarterCharacterScripts.
Copying the default animations when they load in and parenting them to a custom Animate script and then parenting that script over to the character is very tedious and not very practical.
Perhaps having a property in StarterPlayer for the game to automatically include the strafing animations would be good to implement in the case that developers want to override the Animate script with them enabled?
How do I enable AutoRotate??
I’ve been trying to Enable AutoRotate and i cant find out how, someone help me please
In the explorer window, under your Character model inside Workspace, you should find a Humanoid object.
If you select it, AutoRotate should show up for it in the Properties window.
It is On by default but can be toggled to Off.
yea there is but roblox isn’t supporting R6 anymore, did you not realise this already?
there have already been people who have made strafing for R6.
This update is so cool! This help’s making the “character animation’s” more realistic.
This is an amazing update. Very cool indeed. But I have seen people do this with scripts. Can you add to the new animate script so that the Motor6D’s CFrame properies are used? This would mean that the players wouldn’t have to de-equip their animations. It would also make it easier for new animations.
The front running animation looks good, but it doesn’t seem to loop seamlessly. It’s painfully obvious that it teleports to a different pose every time the running animation ends, with the timing looking very off and the head snapping around weirdly. The walking animation is also way too fast (at 7 walkspeed), with some of the most obvious foot sliding I’ve ever seen in my entire life and positioned in a way that the player’s feet are floating slightly above ground.
ok cool no metaverse in my games
this is really nice, i love it the animations feel like something out of hl2
downside is if you have this feature enabled in an r6 game it breaks the walk animation and i spent like half an hour trying to find out why
why can’t we play our own r6 animations in this script? I have been looking for the problem and it seems that it is compatible with all types of rigs but still only r15 animations are played
Can you provide details here? Which “R6 game” were you trying out? By default, the engine should not load this version of the Animate script for R6 characters.
When I have the beta enabled, the default R6 animation script breaks and my legs won’t move. But as soon as I turn the beta off, the same default R6 animation script works again.