Make Automatic Animation Replication OPTIONAL

The time is drawing nearer when I really need this in order to release my game for beta testing.

Go with the double joints method as an interim?

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Go with the double joints method as an interim?[/quote]

Could you send me a simple repro that I could copy? It would save me a lot of time reverse engineering your description of it.

Go with the double joints method as an interim?[/quote]

Could you send me a simple repro that I could copy? It would save me a lot of time reverse engineering your description of it.[/quote]

I’ll take a stab at it this evening but I’m pretty busy.

I’m planning to release a beta today, and it’s going to look odd because of this bug. :frowning:

I don’t know if I made this clear, but when you combine the automatic replication and FilteringEnabled, KeyframeReached on any LocalScript is totally nullified. This basically counts as a bug, and I really don’t want it to be the case.

I think this was an oversight, but for those of us who love the default animation engine and really want it to use it, this is a massive smack in the jaw. Please look into this ASAP because it is harming some of my ratings and really takes away from the presentation value of my games.

I also need this for the same reason… why does it replicate with FE anyways? That kind of defeats the purpose of FE.

With FilteringEnabled you can create a local Animator or AnimationController and use that to play the animations locally. If you want to play local animations for a Humanoid you can replace the Animator in the Humanoid on the client and then play animations as normal. Because the new Animator is local only the animations will not automatically replicate.

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I feel like it’s better to have animations replicate, than expect every single developer to write a lua-based animation replication system. This would be slower and be very difficult for beginners to deal with :frowning:

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Right but that doesn’t mean there shouldn’t be an option. If you want localized effects like mentioned above, it’s hard to do with the server handling the replication by default.

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When choosing a default option you choose what the vast majority of people will want to use.

I guarantee you most people don’t want to write custom replication. For the minority that wants to disable animation replication we have a way of doing this.

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I’m not sure that works due to Humanoid’s inner workings:
http://devforum.roblox.com/t/disableanimationreplication-is-shipped/24859/12

It was fixed. (@EchoReaper)

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Hey there, one of my projects required this feature so I came here to ask. Does replacing the animator with the client version stop replication of the basic movement animations? Cuz I feel that’s a deal breaker and there must be a way to play client-only and replicated animations on the same animator.

To be specific, here’s what i need this feature for.
Im trying to create a spear throwing system look smoother. I want to do this by playing the throw animation on client-only, tell server about the throw and then let other clients play the throw animation on me and simulate the spear. This helps sync the throw animation of the throwing client and the simulated spear created by other ‘witness’ clients.

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what if I wanted some animation tracks to play globally and some locally, how would I do that?

have 2 animators, one for client, one for global.

I’ll see if that works and I’ll let you know if it does

You can’t have 2 animators on the client, when I tried it the main animator got deleted

Bumping this because it is very disappointing that you aren’t able to load a non-replicating animation on an animator. For many use-cases it is best practice in industry to play the animation from each client individually for minimal delay.

For example, animations for getting hit should be played on target immediately to the player who hit the target. You can’t do this without a convoluted workaround right now.

HUGE agree. Right now our only workaround is playing the animations anyway, and dealing with them being replicated by instantly stopping them on other clients (!!!) Massive waste of network resources and it’s a pain in the arse to work around.

I’d either suggest a :PlayLocally() function, or a property on Animations that we can set before :Play()ing them.