These are not so useful if most players will not even have the animations needed to participate. Kinda silly to expect every game dev to make their own ‘yes’, ‘no’, laugh, sleep animations and then customize the script to make the ‘default’ emotes work. It defeats the purpose of using a canned module like this. It won’t work as expected for most devs as-is, out of the box.
Thank you, Sir_Highness, that was very helpful. I just commented out the four lines “requiresOwnershipOf …” in the emotesList, and now those emotes work!
One thing I found odd about the Body Orientation module is the way it faces the player away from the camera when you are looking at your character’s face. Who doesn’t love a selfie right? And if you attempt to take a selfie at any angle other than straight on, your character will look away from your camera! To fix this behaviour I changed these lines starting at line 84 in the OrientableBody module:
if horizontalAngle > math.pi / 2 then
horizontalAngle = (math.pi - horizontalAngle) * -1
elseif horizontalAngle < -math.pi / 2 then
horizontalAngle = (-math.pi - horizontalAngle) * -1
end
This will make your character face the camera if your camera is facing your character. A much better behavior in my opinion.
Perhaps they intended it to work the way I have modified it based on a comment in the script which seems to describe the behavior that I have implemented. The comment:
-- If looking behind the character, it will instead rotate towards the camera
I know that, but it didn’t work that well because the avatar can’t spin past 90 degrees so you’re not actually looking where the camera is facing anyway. Also its somewhat annoying when you are trying to look at your character. I like it better looking at the camera when the camera is facing the character’s front, so I have shown a way to change that if you so choose.
There is a bit of a “show stopper” for me using the Chat Animations. If you use Workspace.AnimationWeightedBlendFix = Enabled, then the chat animation will look weak and incomplete to all other players. The animation will look good locally but will look weak and poorly blended to other players. Roblox encouraged developers to modify their animations to work with AnimationWeightedBlendFix = Enabled but this developer module does not look good to other players with it Enabled. Note that the same emotes played through the round GUI play correctly. But not through chat animation from this Developer Module.
I replaced line 89 in the ChatEmotes module script with the following code. Seems to have fixed the “AnimationWeightedBlendFix = Enabled” problem. My first attempt was to stop other animations before playing the emote, then restart them after. But that had some issues with looped emotes reanimating. The following change to line 89 is a much easier way to force a higher priority blend:
currentTrack:Play(50,999,1) --ScottSpiritWalker changed to strengthen the blend when AnimationWeightedBlendFix = Enabled.
Nice, looks good. I thought about using that, but I didn’t consider a way to restart them after. I don’t use the “AnimationWeightedBlendFix = Enabled” opt-in so I didn’t try it (since I haven’t even seen the problem in my game)
Curious as to why you use that opt-in setting? Preparing for the future when its mandatory?
Yes. I modified all my animation weights to comply with the new Animation Engine Update requirements: link. By setting “AnimationWeightedBlendFix=Enabled” I should be getting better performance and fewer bugs (according to the docs).
I am currently testing the Surface Art [Dev Module] and have set “AnimationWeightedBlendFix=Enabled”. Now after putting a graphic on the surface via the dev module, the default animations like running or jumping do not work properly any longer. I suspect that the camera tween after exiting surface art selector UI is responsible for this.
Social Interactions is having a bit of an issue right now
(I haven’t changed anything with this module, and it used to work perfectly. This is what it looks like from when I start the game in Studio and no matter where I move my camera)
For context, the decal on the shirt is on the front
EDIT: I cannot repro this after reopening the game, weird that this could have somehow been fixed with no changes.
Hi…for the Scavenger Hunt module there is nothing in documentation about configuring the modal that says something like “use these tokens as a sample on your game”. I have only been able to configure the introModal and the completeModal. How can i configure the middle message or modal?