Help with CFrame Animations

I’m trying to make a CFrame Animation system to avpid Roblox animations, mainpy due to the fact they don’t wprk in your game if you did not create them or unless owned by Roblox, so far, I’ve managed to make a system that plays them flawlessly, I use a plugin I found that converts Animations into a module of c0s and c1s for motor6d’s and my script lerps between the keyframes, my problem right now is that I can’t get them to blend in with Roblox animations, the main problem lies with the ‘Animate’ script included in Roblox, I don’t want to get rid of the default standard animations but what happens is that the two combine and create an abomination, how can I make it so that I can avoid my script from making changes when AnimationTracks are running, and, similarly, avoid animationTracks from making changes to certain bodyparts

Here’s a possible workaround:

Have an invisible clone of the model to play Roblox animations on. To blend between a CFrame anim and a Roblox anim, find the C0 and C1 of every joint for both animations and interpolate between them. Set the C0 and C1s on the real model to this interpolated “stance”.

For something like players, I’m not so sure about this approach, it seems a bit too difficult for something as simple for what I want to achieve, plus, considering this will be for players, handling all the players leaving/joining, plus the intense load Humanoids put on performance just doesn’t seem viable for such an approach

I finally managed to figure it out, finally, you’ve no idea how long this issue has been troubling me, turns out, my code was fine, basically the workaround I came up originally was to constantly set Motor6d.Transform to a blank CFrame every frame, the problem was that I put it in a RenderStepped loop, in a server script…, just realized ServerScripts can’t use RenderStepped, and switched to Stepped, and it worked like a charm, Thanks for your help btw.

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