How to edit default anims using animation editor?

So, for my game I am currently working on a gun. I want the gun to point to where the mouse.Hit is.

I don’t have any issues doing the math, and currently have it working. The problem I am having at the moment is with the run animation’s “wobble” that it adds to the upper torso. Now, I don’t want to remove the wobble, I think it looks nice. My goal is just to be able to counteract the “wobble” on the right arm, by editing the animation and making sure the arm rotates against the torso.

I wanted to know if it’s possible to edit the run animations using the animation editor, and if not, what other solutions could there be to counteract the wobble?

2 Likes

You can load the animation with the animation id that you can get from the default animation script.


I’ve done it before, but I can’t find how I did it. I’ll try to find how.

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How is this done? I have the animation ID, but couldn’t find anywhere in the editor that lets me load or import any anims that I haven’t made.

Any one else have any input to give?

I found a work around which is to convert the animation into a keyframe sequence then put the keyframe sequence in the “Anim Saves” model created in the animation rig then load the keyframe sequence to the animation editor at “Load”

Sorry for late reply.
Saw this post now.

See this API reference which show how to make default anims.

Or if you want the whole script then here it is

local Players = game:GetService("Players")
 
local player = Players.LocalPlayer
local character = player.Character
if not character or not character.Parent then
	character = player.CharacterAdded:Wait()
end
local humanoid = character:WaitForChild("Humanoid")
 
-- Create new "Animation" instance
local kickAnimation = Instance.new("Animation")
-- Set its "AnimationId" to the corresponding animation asset ID
kickAnimation.AnimationId = "rbxassetid://2515090838"
 
-- Load animation onto the humanoid
local kickAnimationTrack = humanoid:LoadAnimation(kickAnimation)
 
-- Play animation track
kickAnimationTrack:Play()
 
-- If a named event was defined for the animation, connect it to "GetMarkerReachedSignal()"
kickAnimationTrack:GetMarkerReachedSignal("KickEnd"):Connect(function(paramString)
	print(paramString)
end)