Hey everyone! In this tutorial you’ll learn how to make a custom, animated character using bones. (Please note that I will only briefly show how to create and rig that character, i will have links to videos on how to do that.)
-
Making your character. I am using Blender3d. (Click here to see Blender’s official video on character workflow.)
I recommend having a sketch of your character to work off of. The main tools i used are Extrude, Move, Scale, and Inset Faces. The max triangles is around 21,000. To see your triangle count, go to the top left corner, click Edit, Preferences, Go to Interface, Status Bar, and check Scene Statistics. When you are done hit a and then s and scale it down to be very small.
My model is pretty low poly as she is a deep-sea mermaid and I’m not planning on adding much lighting. The animations will be the main thing about this character. This is the character i came up with.
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Rigging your mesh. Rigging is like adding bones to your mesh. Actually that is exactly what rigging is. I’m not going to try to explain how to rig, but click here for a video on custom rigging in Blender. this is what my rig looks like. (sorry its so zoomed out i couldn’t find an angle that fit the whole thing. Shes very large.)
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Exporting your mesh to Roblox Studio. Remember to only have 21,000 at most, if you have more you cant import it. To Export go to File, Export, FBX,and give it a name, and put it in a file of your choice (Or just put it wherever you find best for you). Next open Roblox studio and open the Plugins tab. Go to Avatar (This plugin is in Roblox Studio when you first join.) and hit R15.
Your mesh should then load in if you have done everything right. - Animating. Animating a bone rig is mostly the same as a normal rig, however you have to select the Plus at the top right corner on the box on the left and hit Add All. You then have to select your bones from the list on the side.
- Adding your animation to your character. (I’m not sure on how to add it to only this character, so this will apply your animation to all characters, if you know how to feel free to say so in the comments.) Past this code into a Local Script inside StarterCharacterScripts, StarterPlayer. Set your animationId where it says YourId.(Note: Make sure the WalkId and the RunId are the same or it wont work.)
--PUT THIS SCRIPT INSIDE OF STARTERCHARACTERSCRIPTS
local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"
local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local runAnimTrack = nil
local runAnimKeyframeHandler = nil
local animTable = {}
local animNames = {
idle = {
{ id = "http://www.roblox.com/asset/?id=YourId", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=YourId", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=YourId", weight = 9 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=YourId", weight = 10 }
},
run = {
{ id = "http://www.roblox.com/asset/?id=YourId", weight = 10 }
},
swim = {
{ id = "http://www.roblox.com/asset/?id=YourId", weight = 10 }
},
swimidle = {
{ id = "http://www.roblox.com/asset/?id=YourId", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=YourId", weight = 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=YourId", weight = 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=YourId", weight = 10 }
},
sit = {
{ id = "http://www.roblox.com/asset/?id=YourId", weight = 10 }
}
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
math.randomseed(tick())
function configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
local allowCustomAnimations = true
local AllowDisableCustomAnimsUserFlag = false
local success, msg = pcall(function()
AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2")
end)
if (AllowDisableCustomAnimsUserFlag) then
local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end
end
-- check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject == nil) then
animTable[name][idx].weight = 1
else
animTable[name][idx].weight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
idx = idx + 1
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
-- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
end
end
end
-- Setup animation objects
function scriptChildModified(child)
local fileList = animNames[child.Name]
if (fileList ~= nil) then
configureAnimationSet(child.Name, fileList)
end
end
script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)
for name, fileList in pairs(animNames) do
configureAnimationSet(name, fileList)
end
-- ANIMATION
-- declarations
local toolAnim = "None"
local toolAnimTime = 0
local jumpAnimTime = 0
local jumpAnimDuration = 0.31
local toolTransitionTime = 0.1
local fallTransitionTime = 0.2
-- functions
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end
currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
-- clean up walk if there is one
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop()
runAnimTrack:Destroy()
runAnimTrack = nil
end
return oldAnim
end
function getHeightScale()
if Humanoid then
local bodyHeightScale = Humanoid:FindFirstChild("BodyHeightScale")
if bodyHeightScale and bodyHeightScale:IsA("NumberValue") then
return bodyHeightScale.Value
end
end
return 1
end
local smallButNotZero = 0.0001
function setRunSpeed(speed)
if speed < 0.33 then
currentAnimTrack:AdjustWeight(1.0)
runAnimTrack:AdjustWeight(smallButNotZero)
elseif speed < 0.66 then
local weight = ((speed - 0.33) / 0.33)
currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
runAnimTrack:AdjustWeight(weight + smallButNotZero)
else
currentAnimTrack:AdjustWeight(smallButNotZero)
runAnimTrack:AdjustWeight(1.0)
end
local speedScaled = speed * 1.25
local heightScale = getHeightScale()
runAnimTrack:AdjustSpeed(speedScaled / heightScale)
currentAnimTrack:AdjustSpeed(speedScaled / heightScale)
end
function setAnimationSpeed(speed)
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
if currentAnim == "walk" then
setRunSpeed(speed)
else
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
if currentAnim == "walk" then
runAnimTrack.TimePosition = 0.0
currentAnimTrack.TimePosition = 0.0
else
local repeatAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
repeatAnim = "idle"
end
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.15, Humanoid)
setAnimationSpeed(animSpeed)
end
end
end
function rollAnimation(animName)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
return idx
end
function playAnimation(animName, transitionTime, humanoid)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop(transitionTime)
runAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
-- check to see if we need to blend a walk/run animation
if animName == "walk" then
local runAnimName = "run"
local runIdx = rollAnimation(runAnimName)
runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
runAnimTrack.Priority = Enum.AnimationPriority.Core
runAnimTrack:Play(transitionTime)
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
end
runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end
end
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local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil
function toolKeyFrameReachedFunc(frameName)
if (frameName == "End") then
playToolAnimation(toolAnimName, 0.0, Humanoid)
end
end
function playToolAnimation(animName, transitionTime, humanoid, priority)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
if (toolAnimInstance ~= anim) then
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
transitionTime = 0
end
-- load it to the humanoid; get AnimationTrack
toolAnimTrack = humanoid:LoadAnimation(anim)
if priority then
toolAnimTrack.Priority = priority
end
-- play the animation
toolAnimTrack:Play(transitionTime)
toolAnimName = animName
toolAnimInstance = anim
currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
end
end
function stopToolAnimations()
local oldAnim = toolAnimName
if (currentToolAnimKeyframeHandler ~= nil) then
currentToolAnimKeyframeHandler:disconnect()
end
toolAnimName = ""
toolAnimInstance = nil
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
toolAnimTrack = nil
end
return oldAnim
end
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-- STATE CHANGE HANDLERS
function onRunning(speed)
if speed > 0.5 then
local scale = 16.0
playAnimation("walk", 0.2, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Running"
else
if emoteNames[currentAnim] == nil then
playAnimation("idle", 0.2, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
local scale = 5.0
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
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function onSwimming(speed)
if speed > 1.00 then
local scale = 10.0
playAnimation("swim", 0.4, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Swimming"
else
playAnimation("swimidle", 0.4, Humanoid)
pose = "Standing"
end
end
function animateTool()
if (toolAnim == "None") then
playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
return
end
if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
local lastTick = 0
function stepAnimate(currentTime)
local amplitude = 1
local frequency = 1
local deltaTime = currentTime - lastTick
lastTick = currentTime
local climbFudge = 0
local setAngles = false
if (jumpAnimTime > 0) then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
playAnimation("sit", 0.5, Humanoid)
return
elseif (pose == "Running") then
playAnimation("walk", 0.2, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
-- Tool Animation handling
local tool = Character:FindFirstChildOfClass("Tool")
local requireHandleCheck = not UserSettings():IsUserFeatureEnabled("UserToolR15Fix")
if tool and ((requireHandleCheck and tool.RequiresHandle) or tool:FindFirstChild("Handle")) then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = currentTime + .3
end
if currentTime > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 0
end
end
-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)
-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
local emote = ""
if (string.sub(msg, 1, 3) == "/e ") then
emote = string.sub(msg, 4)
elseif (string.sub(msg, 1, 7) == "/emote ") then
emote = string.sub(msg, 8)
end
if (pose == "Standing" and emoteNames[emote] ~= nil) then
playAnimation(emote, 0.1, Humanoid)
end
end)
-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
-- loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do
local _, currentGameTime = wait(0.1)
stepAnimate(currentGameTime)
end
And your Done! I hope you found this tutorial useful!