It should work on any character which uses default animations and the R15 rig, but I don’t think it’d look as good on R6 (and R6 is apparently deprecated/not recommended for use in games).
I think that’s beyond the point of the Animate script, and footplanting would be much harder to generalize for games, like what parts the player can collide with etc.
I had a custom blank StarterCharacter. This character was a proper r15 rig and everything with no scripts or custom animations. Every other setting you mentioned was as it should be. The issue was that a clean StarterCharacter for some reason was throwing that warning and error.
Hey, I’m not sure if you’ll see this but:
When using your animate script, my fps takes quite a big hit when walking.
In general, it doesn’t really work quite like it should, animations run too slow and the blending isn’t right, it feels like the animations are mushed together, as seen in the video.
There appears to be some sort of blending/interpolation issue (it persists with AnimationWeightedBlendFixEnabled or Disabled) with the animations. The snapping could be due to a misplaced keyframe or a keyframe with the wrong easing style in the animations, or maybe the animation script is somehow looping the animations too early?
The issue is extremely visible in 0:12 where the camera is above my character. If you look closely, the head is very jittery and almost looks like it is snapping between different keyframes in different animations. If you look even closer, you can see the arms and upper torso seem to be snapping as well.
This was previously reported here by @MagmaBurnsV on this thread;
Thanks for your feedback!
This crash was identified internally as well and a fix pushed that should arrive in next week’s release.
We regret the inconvenience.
I have one question, do those animations look smooth when viewed by other players, even if the server ping is a bit high? Also I can’t wait for this to be released!
It should look as smooth as legacy locomotion looks on other clients, as replication is handled in the same manner.
You might try hitting “Test->Start” with settings set to “LocalServer” and “2 Players” (or more) in Studio to get an idea of how it will look on multiple clients.
The new animation script is soo cool! I like it a lot and trying to implement into some of my current project at the moment!
I found a quite major issue that the animation script seems to be stopped replicating to server after jumping while holding a tool with looping idle animation (with “Idle” priority)
From client-side, all animations are working perfectly. From server-side, that other character’s animations are not replicating to other player’s point of view and feels like the animation script stopped running. And strangely, the issue will be fixed automatically after waiting for a while and all animations will replicate to server again
Thank youu again for this new animation controller!
You should be able to dynamically insert and remove animations dynamically into the Animate hierarchy (such as by applying a new HumanoidDescriptor) with the beta feature enabled without getting into a bad state.
UPDATE:
Disabling StarterPlayer.LoadCharacterAppearance while not overriding StarterCharacter should no longer lead to a crash when the StrafingAnimations beta feature is enabled.