oh my god bruv
Any way to make R6 strafing?
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
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?
No, it implies that there are no plans for the future at this time
This is totally amazing. Adding better walk animations to R15 is great! But what about R6 humanoids? Will there be any support to it?
This is very cool!!! I hope to see this available across more animation packs in the future!
This update is great and is a time-saver if you ever wanted to make movement like this, people might need to remove some scripts from their game to make it work properly, because developers would make scripts that change the joint’s CFrame to make it change depending on your direction, and if this is going to be implemented in R6, it’ll be very helpful, I’ve wanted to do this kind of thing but got stuck in MoveDirection. I tried telling people on the forums about my issue, but the replies just didn’t have what I needed.
nice, a change that’s been overdue for a while, even though i implemented it into my games on my own already, lol
Awesome job! This is basically a big improvement for open-world games or my future projects.
I love this update, better mechanics and actually realistic! Awesome change. Something I’d happily adapt to.
This update basically replaces any sort of custom movement system one in the past had to make on their own (ex. IK or inverse IK I forgot), love it!
Please extend this to the other animation packs, I’m sure many are holding back on commenting, it would be lovely to have it. An use case for me would be I’m making a forced R15 system and I’d like to let my players pick animations provided by Roblox from a catalogue. They’d be using the features provided to get them the most organic experience possible (ex. much better visuals during moving - imitating juking plus feeling more so realistic).
Thanks for your continued detailed feedback!
As mentioned in the announcement, dependency on AutoRotate and RotationType has been removed internally and this change will arrive “very soon”.
As of today, we do not rely on AssembleyLinearVelocity for animation purposes because it is not platform-relative. eg, if you were on-board a fast-moving train running toward the back, it would report that you were running in the opposite direction.