[Full Release] Animation Graphs: Create Complex Character Motion Visually

It’s a bit of a hack, but you can do this with KeyframeSequenceProvider from the animation ID

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it’s not a “hacky solution”, you can simply read transform of the root bone (or motor6d) and calculate proper velocities

That is a hacky solution that rides on a massive assumption that you don’t have other code that you do not wish for root motion to apply to making changes to the transform.

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Is there a way to dynamically change the clip ids? what if i want to create one graph but that takes in the player’s chosen animation pack?

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Is there any way to layer animation graphs? The use case I want this feature for is so I can have an animation graph for my character locomotion (walk, run, jump, etc) animations, and then layer on top of that an animation graph for weapons. Since each weapon would have different animations and logic in their graphs, I think I should be able to do this.

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add support for rigs without humanoids using animation controllers

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AnimationControllers should be capable of playing AnimationGraph via the LoadAnimation API on Animators. Are you running into issues?

Finally went out of my way to try this feature out, but I can’t seem to get it working at all unless the AnimationGraphPreviewStaging script is on.

How can I allow for these animations to play if this is an issue really, cause I keep on getting an error on line 120, and if I remove that line it will move down to the other one of course, I don’t really script too much at all, I mainly animate.

And I am wanting to be able to import these animations in super easily to work with rigs, and just wondering how I can get it working on a rig without much to do.

I checked out the documentation, and it didn’t really help me aswell

After 3 hours of testing, me and @Jasoncoderoff figured it out

He removed line 59.

This has happened again, so guess that did not work.

It would be great if we could change the animation priority of the graph in some way, afaik it’s currently set to Action meaning I’ll have to redo a lot of animations that I plan to play over the top of the graph, as these other animations use the same priority and therefore don’t animate properly (they play at 50% weight).

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good roblox update alarm
:bell: auuuuuuuuuuuuuuuuu

@SloMoSloth_png I have a problem with animationgraphs that I’m not sure how to work around.

I have a Blend1D node that blends an idle, a walking & a run animation. However, I want the idle animation to be the player’s currently equipped UGC idle animation, since our game currently uses a player’s UGC idle instead of overriding it. However, animation graphs do not support working with arbitrary animation IDs at runtime.

Is there a workaround for this, or am I stuck not using animation graphs for animations that have to blend with a player’s UGC animations?

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I haven’t personally tried it yet, but since one animation graph runs in a single AnimationTrack instance, couldn’t you load them as separate animationtracks and adjust their weights accordingly?

Yeah I ended up figuring out you can overlay Animation Graphs, I was just doing it wrong.

I really hope Animation Graph and any more tools like it keep coming to the platform especially with the user-interface, but I believe the use-cases are pretty limited in some cases that need attention.

Primarily when I use an AnimationTrack like I’ve done for many years I expect that the function ‘:Play()’ would reset the animation at the very beginning, but in this case it only resumes the animation if it has already been played once. I recommend adding either a setting to change the functionality of how the AnimationTrack is played or replace ‘:Play()’ with the old system and add ‘:Pause()’ or something…

As well there is no way to make a sequence utilize a Clip more than once which prevents an animation from going to Clip A to Clip B back to Clip A(you use a select for this but still it is limiting)

As well this might need to be a bug report but not even the “Animation Graph Editor Simple Demo” which is available to download for testing works correctly…

oopsie

Really loving this system so far, great job!
Having tried it a little bit now, the features I’m most wishing for are:

  • A way to visually group multiple nodes, like the comment boxes in Unreal Engine. Especially with larger graphs it’s currently very hard to keep it organized.
  • I would love to be able to reference outputs from other graphs inside the graph to layer different animation setups. For example if I have locomotion in one graph and want to layer Emotes on top of that, it would be nice to reference the output of the locomotion graph inside a graph for all emotes. (That’s at least how I’d think to set up a system like that, maybe someone has a better idea?)
  • Being able to connect outputs to multiple nodes at the same time. If I have a collection of nodes it’s impractical to have to duplicate them to use them somewhere else.
  • Maybe being able to set Animation IDs with a parameter? Either for slotting in custom player animations into a graph, or if you have animations tied to an item and want to set that animation ID during runtime when you use the item (or maybe there’s a different way of doing that I’m not thinking of?)
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is there a way to play a clip over another clip? and once it stops the base clip keeps looping? for example a jump to a fall

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Useful feature request!! Allow us to use clips as transitions

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Please add way to change the AnimationPriority of a graph in the editor!

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I’m really confused, OnceAndHold is supposed of course play once and then hold at the end, but if you stop the animation and then play it again via a script… it’ll.. start at the end?

That rather defeats the purpose of it.
Would I genuinely need to reload the animation each time I want to play the animation? isn’t that y’know, rather wasteful?

Update.
You can’t even reset a OnceAndHold animation in the Animation Graph Editor, who even tested this? Who decided this was ready for a full release? This barely functions and is missing so much functionality!