Read the post. It explains everything.
I noted that the default Animate Localscript use this deprecated property. I’m right?
If is true, this Localscript changes to the future?
local Controller = script.Parent.Humanoid local Animation = Controller:LoadAnimation(Animation) Animation:Play()
local Controller = script.Parent.Humanoid local Animator = Instance.new("Animator") Animator.Parent = Controller local Animation = Animator:LoadAnimation(Animation) Animation:Play()
I know the reasons, but this is not saving time in my opinion? (Sorry if I didn’t understood the post well, I BELIEVE…)
I was extremely confused on the terrible replication animations had but never was aware of
Animator instance, thanks for this update however.
I may be missing something and forgive me for this,
But now how would we load an animation to a Humanoid in game?
I. E. Player wields a weapon with a custom hold animation. How would this now be loaded?
Humanoid:LoadAnimation() had issues with replication, this is a nice change other than the fact Humanoid:LoadAnimation() is basically in every animation script.
i have seen a bunch of scripts that use this, so i think it might be hard to replace it because it would take a long time if you have a lot of code.
i personally dont see the problem with this as you can literally just add “Humanoid.Animator:LoadAnimation()” and bam its fixed
If we were to use this new alternative for animating now, would it work? I’m trying to make an Animator as stated and having the client :WaitForChild() on that Animator, but even without that code, the character spawns with an Animator to begin with. How can I verify that the client is correctly referencing the Animator generated by the server, and not the client-generated Animator?
If I’m not wrong there could be only one animator per humanoid, I’m not 100% sure but great question though.
By the way where does the client-generated Animator came from?
Great now i have to re-write everything up for my upcoming game.
No it was the most unneccesary thing that was in studio.
Why did we have to do Humanoid:LoadAnimation() instead of directly playing it.
I think this is a good update. Its neccessary.
I kind of prefered the load animetion. Yes it is Better but I prefer to have the animation loaded up before playing.
Btw soz i went to get some breand and tea
Idk everyone has a different opinion on this.
All i can say is that Roblox updating the syntax is normal as they are upgrading stuff.
Preparing for stuff like this to happen is the best u can do.
i guess so. I just hope that it doesnt affect my game
I mean Constant Updates can litterally affect how commitied a dev can work on their game. I think Roblox should bulk them all together and release them Like every 6 or 4 months.
@focasds It’s not made to save time.
As far as I know, it’s being automatically generated whenever I spawn in, in Studio. I’m not entirely sure how, are characters by default supposed to not spawn with an Animator? It might be one of my tools, I will go check later.
Yeah, I’m spawning in with no tools and already, I find an “Animator” in my character’s humanoid. You did say the “Animate” localscript will be updated soon though, right? That might be why, I’m not entirely sure
This just seems useless. I get raycasting and everything but this is just deprecating with barely a reason. But at the same time this is actually SUPER simple to replace soo…