Still no, I’ve even changed the network ownership of both the roots to be that of the server (not sure if this is good anyways).
How?
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I don’t know if it’s the most optimal, but you set the part1 to the first character’s humanoidrootpart, then the 2nd character’s.
When you export for the new moon animator, roblox saves it as a model/package and it wont let you play it as an animation.
Edit: Nvm I found out that moon animation automatically makes you the animation in the other rig.
We can also do like, adding a Motor6D weld to the torso’s of both character and set it up, If you know, roblox animates character by changing Motor6d joint values, so after adding that we can open our roblox regular default animator and animate them both as a common character. And make sure when the takedown animation is going on, the player whos character is being taken down, remove that players character from that player’s “Player” object property i.e. “Player.Character” Property, do this before adding a weld.
Before changing the network ownership, remove the character who is being taken down ie secondary character from that players “Player.Character” Property otherwise roblox automatically change it back
Did you ever figure this out? Im having the same issue
I think its because of replication delay. Hmm, I saw similar code.
1(Client). Client activates tool(send data to server(fireserver))
2(Server). Damage and position on server. Send(with fire client) “play animation function” to players(if both are players) or send “play animation function” to player and after 0.3 second start animation for npc(if one of them are npc)
3(Client). Player got signal an play animation after (0.3 - TimeReplicationTook)
You can track time signal took with sending os.time through remote events and etc
It had nothing to do with the animation track but the knockback force itself. I changed it to a tween knockback instead of a bodymover. If you play the animation on server at the same time there shouldn’t be an issue.
So I made a camera animation in Moon Animator 2, it shows as this though:
thanks for this piece of useful information
it is because you are playing the animation on server
when an animation is played in the client it will automatically be replicated as you are the network owner
when played on server however it sends the players client to replicate the animation which can cause ping delay
afaik
Amazing Tutorial! It helped me a lot. Thank you.
For some reason, I was unable to get it to work for me. The animations don’t play at all and neither does the printing.
how did you manage to get it to work? I tried so hard with my scripting and could never get it to work at all