How would I make animations show for every player?

I understand animations are best looking on the client but I’m creating a ton of emotes in my game and some of them need M6Ds and parts.

The main problem right now is that some emotes emit particles and utilize parts to create their effect.

Should I make visuals on the server for every player to see? (create m6d, emit particles, etc on server)

I’ve already done these things on server but I’ve come across an error where the server can’t access an emitter inside part being animated.

Server: I use modules for each emote to set it up, same for client side if I want changes I on client.

local ReplicatedStorage = game:GetService("ReplicatedStorage")

local Functions = ReplicatedStorage.Functions
local Assets = ReplicatedStorage.Assets

local Modules = {
	["Poop"] = require(script.Poop),
	["Clap"] = require(script.Clap),
	["Rock On"] = require(script["Rock On"]),
	["Cool"] = require(script.Cool)
}

Functions.Animator.OnServerInvoke = function(player,signal,length)
	if typeof(signal) ~= "string" then return end
	if typeof(length) ~= "number" then return end
	local character = player.Character or player.CharacterAdded:Wait()
	local emote = Assets.Emotes:FindFirstChild(signal)
	if emote then
		local m6d = emote:FindFirstChildWhichIsA("Motor6D"):Clone()
		local bsp = emote:FindFirstChildWhichIsA("BasePart"):Clone()

		m6d.Parent = character:FindFirstChild(m6d:GetAttribute("Parent"))
		bsp.Parent = character
		
		m6d.Part0 = m6d.Parent
		m6d.Part1 = bsp
		
		bsp:SetNetworkOwner(player)
		task.spawn(function()
			Modules[signal]:Init(m6d,bsp,length)
		end)
		
		return {m6d,bsp}
	else
		return
	end
end

Client

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local StarterPlayer = game:GetService("StarterPlayer")

local Bindables = ReplicatedStorage.Bindables
local Assets = ReplicatedStorage.Assets
local Functions = ReplicatedStorage.Functions

local Emotes = script.Emotes
local Modules = {
	["Poop"] = require(Emotes.Poop),
	["Clap"] = require(Emotes.Clap),
	["Rock On"] = require(Emotes["Rock On"]),
	["Cool"] = require(Emotes.Cool)
}

local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")

local CurrentTrack = nil
local CurrentSound = nil

local Animator = {}

function Animator:FreezeWhenAnimationStopped(track)
	Humanoid.WalkSpeed = 0
	Humanoid.JumpPower = 0
	Humanoid.AutoRotate = false
	track.Stopped:Connect(function()
		Humanoid.WalkSpeed = StarterPlayer.CharacterWalkSpeed
		Humanoid.JumpPower = StarterPlayer.CharacterJumpPower
		Humanoid.AutoRotate = true
	end)
end

function Animator:Destroy(anim)
	if Character:FindFirstChild(anim) then Character:FindFirstChild(anim):Destroy() end
	if CurrentTrack then CurrentTrack:Stop() end
	if CurrentSound then CurrentSound:Destroy() end
end

function Animator:Play(anim,freezing)
	if anim == nil then return end
	local Animation = Instance.new("Animation")
	Animation.AnimationId = anim
	Animation.Name = anim
	Animation.Parent = Character
	CurrentTrack = Humanoid.Animator:LoadAnimation(Animation)
	CurrentTrack:Play()
	if freezing then self:FreezeWhenAnimationStopped(CurrentTrack) end
end

function Animator:Emote(anim,freezing,emote)
	self:Play(anim,freezing)
	Modules[emote]:Init(CurrentTrack,Animator)
end

return Animator

Try this

Server Script

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Functions = ReplicatedStorage.Functions
local Assets = ReplicatedStorage.Assets

local Modules = {
    ["Poop"] = require(script.Poop),
    ["Clap"] = require(script.Clap),
    ["Rock On"] = require(script["Rock On"]),
    ["Cool"] = require(script.Cool)
}

Functions.Animator.OnServerInvoke = function(player, signal, length)
    if typeof(signal) ~= "string" then return end
    if typeof(length) ~= "number" then return end

    local character = player.Character or player.CharacterAdded:Wait()
    local emote = Assets.Emotes:FindFirstChild(signal)

    if emote then
        local m6d = emote:FindFirstChildWhichIsA("Motor6D"):Clone()
        local bsp = emote:FindFirstChildWhichIsA("BasePart"):Clone()

        m6d.Parent = character:FindFirstChild(m6d:GetAttribute("Parent"))
        bsp.Parent = character

        m6d.Part0 = m6d.Parent
        m6d.Part1 = bsp

        bsp:SetNetworkOwner(player)

        task.spawn(function()
            Modules[signal]:Init(m6d, bsp, length)
        end)

        Functions.AnimatorRemote:FireAllClients(player, signal, length)

        return { m6d, bsp }
    else
        return
    end
end

Client Script:

local Functions = ReplicatedStorage.Functions
local Animator = require(script.Parent.Animator) -- YourModule script

Functions.AnimatorRemote.OnClientEvent:Connect(function(player, signal, length)
    Animator:Emote(signal, true) -- Assuming you have a method to trigger emotes in your Animator module
end)
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