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.
Will this be optional to disable?
Thanks for your feedback!
The Beta flag should do very little beyond replacing the R15 Animation script and its children.
When you play the game do you get the strafing Animate script or the old R6 Animate script? Are you overriding Animate.lua yourself? Where does your starter character come from?
Im really looking forward into this
I wouldn’t really count on it that much. Roblox R6 is slowly falling deprecated and unsupported, it’s already a miracle how it still is a thing. But one can always hope…
I just set my game to R6 only while having the beta enabled at the same time. I did nothing further.
By enabled, I mean checked in the beta features list.
Thankyou for this feedback! We are looking into it.
UPDATE: Reproed. Fix identified.
I want this so badly, I can imagine infinite possibilities with this.
I was honestly deep down done with Roblox, but these updates make me want to return. I love making realistic-type games, or at the very least the idea of making such happen, this post really has me imagining many scenarios of use, and it hypes me up about the future of Roblox.
Perhaps, just maybe, I do make a return Keep at it!
Still an ongoing issue with no fix
Do you have an ETA on when this will release to live games rather than just studio sessions?
Thanks for your feedback!
Can you provide specifics about your scenario?
- Do you have the Strafing Animations beta feature enabled?
- Do you have a non-default Walk or Run overridden on your Roblox Avatar web page?
- Does your game have Game Settings-> Avatar set to R6?
- Did you override the Animate script in StarterCharacterScripts?
- Did you override the StarterCharacter model? (Fix will be flagged on shortly)
Setting Avatar->Animations to “Standard” should not disable strafing at this point.
I love this so much not gonna lie, I always wanted to make inverse kinematics but I could never find out, its already good but you could make it better here are some things you could do,
- Make it work with R6 and custom rigs
- Add foot planting(the humanoid plants its leg on the foot instead of each foot being floating basically)
- Basically a more simple and lightweight animation script
Thats it