How to see live events in moon animator or roblox animator

is there any way to detect keyframes in moon animator or the roblox animator, so that you can add custom effects played by scripts and see them live without having to save and then run a script

i tried rig.Humanoid.Animator.AnimationPlayed:Connect(print) but this doesnt detect anything for either animator (in the preview)

edit: or maybe some way to fire a event or call a function from inside the animation preview

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i don’t know about moon animator but roblox animator doesn’t have that function. why do you even need this though

i want to make a cutscene where npc and the player walk around, but the cutscene also has to be synced with camera and other effects (custom subtitles), so having it all together in the animation preview makes it much easier and faster to make

its hard to use animations for walking around because you have to copy paste the walk animation constantly and its also based on relative offset

id check moon animator cause it’s all about the cinematics and movies so i would assume it has something like that

it has some effects but you cant make your own and the subtitles arent customizable enough

also has nothing with walking

then just put the animation events as accurate as you can and then just adjust them a little out of the animation, it shouldn’t be that difficult

First of all, you need an Event in your animation, after that, look into GetMarkerSignal.

This should help you out.

i know about events and markers but these only work after you have saved the animation, uploaded it, and then played it

but playing it from the preview mode in moon/roblox animator doesnt trigger an animation played event and so its impossible to use getmarkersignal

found the solution

in moon animator you can add an item with animation events. Then double click on the event and “code begin” and “code end” can run code (not sure what the difference is)

If you want a convenient reference to an event/module you can use getfenv() in the first animation event

edit: a better way is to set _G at the start of your game in one script and then you can access it from any animation after

--in a localscript
_G.animUtil = {
  doSomething = function() end
}

--in animation event
_G.doSomething()

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