How Should I go about making a Custom Animation Script?

Hi, So I’m wondering how should I go about in making a Custom Animate Script

By Animate Script, I’m referring to the Animation Script Automatically Provided to you that Plays either R6 or R15 animations based on the RigType, But I was planning to make my own system of the Script for this.

If you don’t know, you are able to override the Animate script by naming a Script Animate and Parenting it to StarterCharacterScripts, With this, we are able to use the Script without disruption from the other as it wont be there.

Just to make it Clear if it wasn’t already: I’m not asking for a Script / System
If you like, You could, But I’m not forcing or Insisting to do so.
But I am just wondering:

  • What would be good to take into consideration
    What should I be careful about and how to Avoid these kind of Issues.

  • What to Use to Accomplish the Goal
    What functions, Events, Enums, threads I could use to accomplish this goal

  • What not to do
    What I shouldn’t do to the code (or in the code) that might cause some issues.

That’s all I really want to know on where I should Begin?

Thanks for Reading.

Might as well just Bump this to (maybe?) do something.

Again.

Time to help reall!!!

Anyways what I’m thinking is that you could make a module which can load the animations for you basically. And when loading an animation through that module it could require you to pass a r6 and a r15 animation id, since theres like no way to port r15 animations to r6 types :grgrgr: Example:

local AnimationModule = require(...)
local loaded = AnimationModule.new(humanoid)
-- Either this
loaded:Load({
    r6 = id
    r15 = id
})
-- Or this
loaded:Load('id for r6', 'id for r15')

Then i would guess the code will use the humanoid’s rig type property and figure out which one to load onto the humanoid

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