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?
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]
Iâll take a stab at it this evening but Iâm pretty busy.
Iâm planning to release a beta today, and itâs going to look odd because of this bug.
I donât 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 donât 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.
I feel like itâs 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
Right but that doesnât mean there shouldnât be an option. If you want localized effects like mentioned above, itâs hard to do with the server handling the replication by default.
When choosing a default option you choose what the vast majority of people will want to use.
I guarantee you most people donât want to write custom replication. For the minority that wants to disable animation replication we have a way of doing this.
Iâm not sure that works due to Humanoidâs inner workings:
http://devforum.roblox.com/t/disableanimationreplication-is-shipped/24859/12
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 thatâs a deal breaker and there must be a way to play client-only and replicated animations on the same animator.
To be specific, hereâs 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 âwitnessâ clients.