KeyFrameModule V2
HowToUse?
What’s new added:
added AnimationModes
They fundamentally change the way animations are played.
In version No. 1, the Transform method was used, which allows you to change the “rotation” and “position” of the player’s joint, which would not give any other animations a chance to be played.
Now two new Modes have been added:
C0 - avoids pre-setting all animations, since it does not affect the position, but only the orientation. Its important thing is the ability to cross animations of the same body parts without causing bugs.
Combined - combining the best of C0 and Transform
Those parts of the body to which CFrame changes are not applied during animation use C0 so as not to pause the rest of the animations. For example, the animation of Walking with your feet will work with the animation of your hands exactly the way you want. But he also applies the Transform method to those parts of the body (joints) whose orientation and position were determined in the animator
KeyFrameModule2.rbxm (14.2 KB)
10 Likes
Please, I will be very glad of any answer, feedback is important to me
4 Likes
Why use this over the native animation controller?
3 Likes
There are several options: Your friends will see the animation, you will be able to check unknown animations, the possibility of “FadeTime”.The ability to change the animation priority at the click of your fingers, just by writing one line of code. But my main explanation is that you just shouldn’t have this question. The main point of the module except “your friends will see… Blah blah blah” is that “You don’t have to ask this question,” since it was just created to save the creator time and so that he could not clog up his account with animations. This may not be the case for others, but I have already published hundreds of animations in roblox. I don’t like it. In general, my final answer. Of course, there are also disadvantages. My goal is to fix them all. And theoretically, if you dig into the keyframesequence and change the R6 names to R15, then this way you can use R6 animation for R15 rigs. I’ll work on this and embed a function like “optimize keyframesequence to rigs”
And of course the modes. Perhaps they sound like they are useless, because Combined sounds like the best mode, for example, with Transformed you can pause other animations without actually using lines like “Animation:Stop()”. And using the C0 type, on the contrary, combine animations
4 Likes
YOOO this is awesome, I made something like this a while back but your implementation seems way smoother. Nice work dude!
3 Likes
Thank you!
31 chars abcdefgabcefgvgvjjggnjnnb
2 Likes
I maked The KeyFrameModule V3!
1 Like
too late i made own version of v3 KeyframeSequance to Animation v3
1 Like
You’re too late! When I made my third version a long time ago!
1 Like
Would it be possible to impliment the old roblox weight and lerp cframe system into this?
2 Likes
Why not. Yes, it possible (chars)