hello i am very new to the forum sorry if i do anything wrong but right now i am trying to make a skinned mesh starter character with animations from mixamo and currently the mesh doesent start walking when i move the images i made include the output which i dont understand
this here is the output
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this is the animate script
– humanoidAnimateR15Moods.lua
local Character = script.Parent
local Humanoid = Character:WaitForChild(“Humanoid”)
local pose = “Standing”also here is the game in studio the starter character is in starterplayer so if theres somthing i didint include that you need to check its in starterplayer
realistic soldier devforum.rbxl (129.4 KB)this is the video of the startercharacter
local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled(“UserNoUpdateOnLoop”) end)
local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValuelocal userAnimateScaleRunSuccess, userAnimateScaleRunValue = pcall(function() return UserSettings():IsUserFeatureEnabled(“UserAnimateScaleRun”) end)
local userAnimateScaleRun = userAnimateScaleRunSuccess and userAnimateScaleRunValuelocal function getRigScale()
if userAnimateScaleRun then
return Character:GetScale()
else
return 1
end
endlocal AnimationSpeedDampeningObject = script:FindFirstChild(“ScaleDampeningPercent”)
local HumanoidHipHeight = 2local EMOTE_TRANSITION_TIME = 0.1
local currentAnim = “”
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0local runAnimTrack = nil
local runAnimKeyframeHandler = nillocal PreloadedAnims = {}
local animTable = {}
local animNames = {
idle = {
{ id = “http://www.roblox.com/asset/?id=507766666”, weight = 1 },
{ id = “http://www.roblox.com/asset/?id=507766951”, weight = 1 },
{ id = “http://www.roblox.com/asset/?id=507766388”, weight = 9 }
},
walk = {
{ id = “13695640206”, weight = 10 }
},
run = {
{ id = “http://www.roblox.com/asset/?id=507767714”, weight = 10 }
},
swim = {
{ id = “http://www.roblox.com/asset/?id=507784897”, weight = 10 }
},
swimidle = {
{ id = “http://www.roblox.com/asset/?id=507785072”, weight = 10 }
},
jump = {
{ id = “http://www.roblox.com/asset/?id=507765000”, weight = 10 }
},
fall = {
{ id = “http://www.roblox.com/asset/?id=507767968”, weight = 10 }
},
climb = {
{ id = “http://www.roblox.com/asset/?id=507765644”, weight = 10 }
},
sit = {
{ id = “http://www.roblox.com/asset/?id=2506281703”, weight = 10 }
},
toolnone = {
{ id = “http://www.roblox.com/asset/?id=507768375”, weight = 10 }
},
toolslash = {
{ id = “http://www.roblox.com/asset/?id=522635514”, weight = 10 }
},
toollunge = {
{ id = “http://www.roblox.com/asset/?id=522638767”, weight = 10 }
},
wave = {
{ id = “http://www.roblox.com/asset/?id=507770239”, weight = 10 }
},
point = {
{ id = “http://www.roblox.com/asset/?id=507770453”, weight = 10 }
},
dance = {
{ id = “http://www.roblox.com/asset/?id=507771019”, weight = 10 },
{ id = “http://www.roblox.com/asset/?id=507771955”, weight = 10 },
{ id = “http://www.roblox.com/asset/?id=507772104”, weight = 10 }
},
dance2 = {
{ id = “http://www.roblox.com/asset/?id=507776043”, weight = 10 },
{ id = “http://www.roblox.com/asset/?id=507776720”, weight = 10 },
{ id = “http://www.roblox.com/asset/?id=507776879”, weight = 10 }
},
dance3 = {
{ id = “http://www.roblox.com/asset/?id=507777268”, weight = 10 },
{ id = “http://www.roblox.com/asset/?id=507777451”, weight = 10 },
{ id = “http://www.roblox.com/asset/?id=507777623”, weight = 10 }
},
laugh = {
{ id = “http://www.roblox.com/asset/?id=507770818”, weight = 10 }
},
cheer = {
{ id = “http://www.roblox.com/asset/?id=507770677”, weight = 10 }
},
}– Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}math.randomseed(tick())
function findExistingAnimationInSet(set, anim)
if set == nil or anim == nil then
return 0
endfor idx = 1, set.count, 1 do
if set[idx].anim.AnimationId == anim.AnimationId then
return idx
end
endreturn 0
endfunction configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}local allowCustomAnimations = true
local success, msg = pcall(function() allowCustomAnimations = game:GetService(“StarterPlayer”).AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end– check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))local idx = 0 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then local newWeight = 1 local weightObject = childPart:FindFirstChild("Weight") if (weightObject ~= nil) then newWeight = weightObject.Value end animTable[name].count = animTable[name].count + 1 idx = animTable[name].count animTable[name][idx] = {} animTable[name][idx].anim = childPart animTable[name][idx].weight = newWeight animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end)) end end
end
– fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new(“Animation”)
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
end
end– preload anims
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
Humanoid:LoadAnimation(animType[idx].anim)
PreloadedAnims[animType[idx].anim.AnimationId] = true
end
end
end
end
function configureAnimationSetOld(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}local allowCustomAnimations = true
local success, msg = pcall(function() allowCustomAnimations = game:GetService(“StarterPlayer”).AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end– check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA(“Animation”)) then
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
local weightObject = childPart:FindFirstChild(“Weight”)
if (weightObject == nil) then
animTable[name][idx].weight = 1
else
animTable[name][idx].weight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
idx = idx + 1
end
end
end– fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new(“Animation”)
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
– print(name … " [" … idx … “] " … anim.id … " (” … anim.weight … “)”)
end
end– preload anims
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
Humanoid:LoadAnimation(animType[idx].anim)
end
end
end– Setup animation objects
function scriptChildModified(child)
local fileList = animNames[child.Name]
if (fileList ~= nil) then
configureAnimationSet(child.Name, fileList)
end
endscript.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)– Clear any existing animation tracks
– Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass(“Animator”) else nil
if animator then
local animTracks = animator:GetPlayingAnimationTracks()
for i,track in ipairs(animTracks) do
track:Stop(0)
track:Destroy()
end
endfor name, fileList in pairs(animNames) do
configureAnimationSet(name, fileList)
end– ANIMATION
– declarations
local toolAnim = “None”
local toolAnimTime = 0local jumpAnimTime = 0
local jumpAnimDuration = 0.31local toolTransitionTime = 0.1
local fallTransitionTime = 0.2local currentlyPlayingEmote = false
– functions
function stopAllAnimations()
local oldAnim = currentAnim– return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = “idle”
endif currentlyPlayingEmote then
oldAnim = “idle”
currentlyPlayingEmote = false
endcurrentAnim = “”
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
endif (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end– clean up walk if there is one
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
endif (runAnimTrack ~= nil) then
runAnimTrack:Stop()
runAnimTrack:Destroy()
runAnimTrack = nil
endreturn oldAnim
endfunction getHeightScale()
if Humanoid then
if not Humanoid.AutomaticScalingEnabled then
– When auto scaling is not enabled, the rig scale stands in for
– a computed scale.
return getRigScale()
endlocal scale = Humanoid.HipHeight / HumanoidHipHeight if AnimationSpeedDampeningObject == nil then AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent") end if AnimationSpeedDampeningObject ~= nil then scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight end return scale
end
return getRigScale()
endlocal function rootMotionCompensation(speed)
local speedScaled = speed * 1.25
local heightScale = getHeightScale()
local runSpeed = speedScaled / heightScale
return runSpeed
endlocal smallButNotZero = 0.0001
local function setRunSpeed(speed)
local normalizedWalkSpeed = 0.5 – established empirically using current913402848
walk animation
local normalizedRunSpeed = 1
local runSpeed = rootMotionCompensation(speed)local walkAnimationWeight = smallButNotZero
local runAnimationWeight = smallButNotZero
local walkAnimationTimewarp = runSpeed/normalizedWalkSpeed
local runAnimationTimerwarp = runSpeed/normalizedRunSpeedif runSpeed <= normalizedWalkSpeed then
walkAnimationWeight = 1
elseif runSpeed < normalizedRunSpeed then
local fadeInRun = (runSpeed - normalizedWalkSpeed)/(normalizedRunSpeed - normalizedWalkSpeed)
walkAnimationWeight = 1 - fadeInRun
runAnimationWeight = fadeInRun
walkAnimationTimewarp = 1
runAnimationTimerwarp = 1
else
runAnimationWeight = 1
end
currentAnimTrack:AdjustWeight(walkAnimationWeight)
runAnimTrack:AdjustWeight(runAnimationWeight)
currentAnimTrack:AdjustSpeed(walkAnimationTimewarp)
runAnimTrack:AdjustSpeed(runAnimationTimerwarp)
endfunction setAnimationSpeed(speed)
if currentAnim == “walk” then
setRunSpeed(speed)
else
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
endfunction keyFrameReachedFunc(frameName)
if (frameName == “End”) then
if currentAnim == “walk” then
if userNoUpdateOnLoop == true then
if runAnimTrack.Looped ~= true then
runAnimTrack.TimePosition = 0.0
end
if currentAnimTrack.Looped ~= true then
currentAnimTrack.TimePosition = 0.0
end
else
runAnimTrack.TimePosition = 0.0
currentAnimTrack.TimePosition = 0.0
end
else
local repeatAnim = currentAnim
– return to idle if finishing an emote
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
repeatAnim = “idle”
endif currentlyPlayingEmote then if currentAnimTrack.Looped then -- Allow the emote to loop return end repeatAnim = "idle" currentlyPlayingEmote = false end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, Humanoid) setAnimationSpeed(animSpeed) end
end
endfunction rollAnimation(animName)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
return idx
endlocal function switchToAnim(anim, animName, transitionTime, humanoid)
– switch animation
if (anim ~= currentAnimInstance) thenif (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end if (runAnimTrack ~= nil) then runAnimTrack:Stop(transitionTime) runAnimTrack:Destroy() if userNoUpdateOnLoop == true then runAnimTrack = nil end end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) currentAnimTrack.Priority = Enum.AnimationPriority.Core -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) -- check to see if we need to blend a walk/run animation if animName == "walk" then local runAnimName = "run" local runIdx = rollAnimation(runAnimName) runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim) runAnimTrack.Priority = Enum.AnimationPriority.Core runAnimTrack:Play(transitionTime) if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end
end
endfunction playAnimation(animName, transitionTime, humanoid)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].animswitchToAnim(anim, animName, transitionTime, humanoid)
currentlyPlayingEmote = false
endfunction playEmote(emoteAnim, transitionTime, humanoid)
switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid)
currentlyPlayingEmote = true
end
local toolAnimName = “”
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nilfunction toolKeyFrameReachedFunc(frameName)
if (frameName == “End”) then
playToolAnimation(toolAnimName, 0.0, Humanoid)
end
endfunction playToolAnimation(animName, transitionTime, humanoid, priority)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].animif (toolAnimInstance ~= anim) then if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() transitionTime = 0 end -- load it to the humanoid; get AnimationTrack toolAnimTrack = humanoid:LoadAnimation(anim) if priority then toolAnimTrack.Priority = priority end -- play the animation toolAnimTrack:Play(transitionTime) toolAnimName = animName toolAnimInstance = anim currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc) end
end
function stopToolAnimations()
local oldAnim = toolAnimNameif (currentToolAnimKeyframeHandler ~= nil) then
currentToolAnimKeyframeHandler:disconnect()
endtoolAnimName = “”
toolAnimInstance = nil
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
toolAnimTrack = nil
endreturn oldAnim
end
– STATE CHANGE HANDLERS
function onRunning(speed)
local heightScale = if userAnimateScaleRun then getHeightScale() else 1local movedDuringEmote = currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0)
local speedThreshold = movedDuringEmote and (Humanoid.WalkSpeed / heightScale) or 0.75
if speed > speedThreshold * heightScale then
local scale = 16.0
playAnimation(“walk”, 0.2, Humanoid)
setAnimationSpeed(speed / scale)
pose = “Running”
else
if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
playAnimation(“idle”, 0.2, Humanoid)
pose = “Standing”
end
end
endfunction onDied()
pose = “Dead”
endfunction onJumping()
playAnimation(“jump”, 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = “Jumping”
endfunction onClimbing(speed)
if userAnimateScaleRun then
speed /= getHeightScale()
end
local scale = 5.0
playAnimation(“climb”, 0.1, Humanoid)
setAnimationSpeed(speed / scale)
pose = “Climbing”
endfunction onGettingUp()
pose = “GettingUp”
endfunction onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation(“fall”, fallTransitionTime, Humanoid)
end
pose = “FreeFall”
endfunction onFallingDown()
pose = “FallingDown”
endfunction onSeated()
pose = “Seated”
endfunction onPlatformStanding()
pose = “PlatformStanding”
end
function onSwimming(speed)
if userAnimateScaleRun then
speed /= getHeightScale()
end
if speed > 1.00 then
local scale = 10.0
playAnimation(“swim”, 0.4, Humanoid)
setAnimationSpeed(speed / scale)
pose = “Swimming”
else
playAnimation(“swimidle”, 0.4, Humanoid)
pose = “Standing”
end
endfunction animateTool()
if (toolAnim == “None”) then
playToolAnimation(“toolnone”, toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
return
endif (toolAnim == “Slash”) then
playToolAnimation(“toolslash”, 0, Humanoid, Enum.AnimationPriority.Action)
return
endif (toolAnim == “Lunge”) then
playToolAnimation(“toollunge”, 0, Humanoid, Enum.AnimationPriority.Action)
return
end
endfunction getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == “toolanim” and c.className == “StringValue” then
return c
end
end
return nil
endlocal lastTick = 0
function stepAnimate(currentTime)
local amplitude = 1
local frequency = 1
local deltaTime = currentTime - lastTick
lastTick = currentTimelocal climbFudge = 0
local setAngles = falseif (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end
if (pose == “FreeFall” and jumpAnimTime <= 0) then
playAnimation(“fall”, fallTransitionTime, Humanoid)
elseif (pose == “Seated”) then
playAnimation(“sit”, 0.5, Humanoid)
return
elseif (pose == “Running”) then
playAnimation(“walk”, 0.2, Humanoid)
elseif (pose == “Dead” or pose == “GettingUp” or pose == “FallingDown” or pose == “Seated” or pose == “PlatformStanding”) then
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end– Tool Animation handling
local tool = Character:FindFirstChildOfClass(“Tool”)
if tool and tool:FindFirstChild(“Handle”) then
local animStringValueObject = getToolAnim(tool)if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = currentTime + .3 end if currentTime > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool()
else
stopToolAnimations()
toolAnim = “None”
toolAnimInstance = nil
toolAnimTime = 0
end
end– connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)– setup emote chat hook
game:GetService(“Players”).LocalPlayer.Chatted:connect(function(msg)
local emote = “”
if (string.sub(msg, 1, 3) == "/e ") then
emote = string.sub(msg, 4)
elseif (string.sub(msg, 1, 7) == "/emote ") then
emote = string.sub(msg, 8)
endif (pose == “Standing” and emoteNames[emote] ~= nil) then
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
end
end)– emote bindable hook
script:WaitForChild(“PlayEmote”).OnInvoke = function(emote)
– Only play emotes when idling
if pose ~= “Standing” then
return
endif emoteNames[emote] ~= nil then
– Default emotes
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)return true, currentAnimTrack
elseif typeof(emote) == “Instance” and emote:IsA(“Animation”) then
– Non-default emotes
playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)return true, currentAnimTrack
end
– Return false to indicate that the emote could not be played
return false
endif Character.Parent ~= nil then
– initialize to idle
playAnimation(“idle”, 0.1, Humanoid)
pose = “Standing”
end– loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do
local _, currentGameTime = wait(0.1)
stepAnimate(currentGameTime)
end
Blockquote