How can I make advanced cut-scenes like battleground games? 6/11/25

Hello. I’m Issac and I’m a beginner scripter in Roblox.

I have made a melee combat system already. Now I want to make skill-based combat and cutscenes like in battleground games (TSB, THB, etc).

But I have some problems:

  • I can’t animate in Blender, only in Roblox Animation Editor
  • I made single cutscenes before (just camera moves and player animations)
  • Now I want cutscenes that change gameplay: explosions, VFX, synced sounds, player damage, etc
  • I can’t sync all the real time effects with animation and camera

I spent over a week trying, but nothing works. This is my first post, sorry if my English is bad.

Can someone help me? Let me know how I can do this, or how battleground makers make their cutscenes. Any tips are welcome. Thank you! :hugs:

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People use blender animations mainly becouse:

  • Can simulate physics
  • Supports both IK and RK controlls
  • Custom curves
  • Custom controls

Downsides:
Baked result would have too much frames and will not try cooling using roblox’s built in animation styles;Althrough it is possible to implement.

And so on.
You are missing a lot without using blender.
All of that could be implemnted via plugins in roblox btw but sadly nobody has done anything so advanced yet

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Hey Yarik, thanks for answering!

I actually just read one of your answers in another topic and got surprised to see you here too.

Animationdoesn’t matter for me right now. What I really need is how to script the cutscene so it runs in real time, with:

  • synced VFX
  • sounds
  • player damage
  • explosions
  • and everything else you see in battleground games

How can I tie all of that together in code? Any examples or tips would be awesome. Thank you!

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If you want some abstraction you can animate part attached to a motor6d and stick camera to that part that is being moved

VFX can be triggered using AnimationEvents (Markers)

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Are you planning to replicate VFX to the client?

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What about other stuff like player damage, music, screen shake, and all that?

Can those also be done with AnimationEvent markers too? Or is there a better way to handle those?

Basically create animation for that part;
Add Markers to it to trigger certain events etc, bind events to that markers.

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If it should be heppening instantly and not after certain time then yeah sure

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Yeah, to all clients. Just like in battleground games, if I use a skill, everyone should see the VFX, explosions, sounds, etc.

I’m just really confused on how to sync all of it together into a cutscene:

  • VFX
  • music
  • multiple humanoid animations
  • explosions
  • other gameplay stuff

Like… how do you make all that happen at the right time and make it look smooth for all players?

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You’ll have to fire the client.

This can only be done on the server. I’d recommend using client-sided hitboxes since it’s much more responsive to the players.

Play it as soon as the awakening starts.

If you play it on the server, everyone will hear it at the same synced time, but you might run into problems if somebody else uses the same awakening, you might have to clone the sound.

If you play it on the client, it might be delayed, and new players that join won’t hear it. You’ll have to manually adjust the TimePosition depending on the delay and determine if a player is awakened and what their awakening value is at when new players join (if you want new joins to hear the music)

You can get a synced time between the client and server using workspace:GetServerTimeNow()

Uhh… you’re gonna have problems without moon or blender. I don’t even know what to respond to this one, the roblox animation scene is primitive rn

Probably one of the easiest yet most annoying parts. If you know what VFX your game will have you can try to simplify it.

When VFX is to be created, you probably want to fire every client except the client of the player actually using the move. The player using the move can create the VFX on their own client since it won’t really affect the server.

This is basically just the same as VFX, unless you’re referring to debris. Debris effects are fired to the client in TSB, you can tell because of how people float after a Serious Punch. It’s different for everyone.

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