Make loading animation script optional

The roblox animation script is often very incompatible with custom ones. Even when you delete the Roblox animate script if often leaves behind one of the following effects:

[ul]
[li]Sets motors at odd positions that CANNOT be changed manually or by another script[/li]
[li]Leaves dumb idle animations playing[/li]
[/ul]

Are there any plans to change this?

I can relate to this pain.

I think thats part of what the StarterPlayer will accomplish once the override-able Default-Scripts are added.

Eventually you’ll be able to replace all the default character scripts including Camera, Health, Movement, etc

Support, you shouldn’t have to manually make a fresh character just to be able to turn off the animations in the character quickly.

While the devs are at it, a similar option to disable character sounds and health regen would be convenient.

These idle animations are so annoying. In my Blox Hunt game, I have the default animation script disabled while you’re an object. However, the idle animations remain. I’m not sure how to remove these.

Can you not LoadAnimation(idle):Stop()?

It’s definitely theoretically possible, but it’s a MASSIVE pain.

In my case I delete the animation script (after a long cool down period to avoid the weird unchangeable motor angles glitch), then I would have to manually find and remove all the animation objects (which I have no guarantee wont change).

Oh my goodness, the splat/ploop sound needs to die

I think this is a planned StarterPlayer feature. Not sure though. Either way, an option to remove/edit the scripts a player spawns with would be excellent. Removing the auto-health-regen script (why is that even default still?) and the animation script by hand is incredibly annoying.

This problem started happening around the time the new chat came out. I’m assuming they edited the Animate script to deal with the “/e” chatting stuff?

Anyways, yes this is a problem. A possible solution would be a Humanoid:GetAnimations() api.

And actually, I found that just doing:

Player.CharacterAdded:connect(function(Character) Character:WaitForChild("Animate").Disabled = true end)
Did the trick just fine.

What I would really like to be able to do is be able to stop any animations that are playing (being able to retrieve all of the animations currently playing on the Humanoid would help me to fix this, I really love that idea). Right now I’m trying to change the walk animation’s id when the player starts sprinting, but if they are already walking the looped animation doesn’t change until they release and re-press the movement key (WASD, arrow keys).

Oh my goodness, the splat/ploop sound needs to die[/quote]

Default Roblox sounds are so tacky, it’s unreal. If I hear Roblox sounds, I just mute Roblox all together.

This would improve a ton for a lot of developers.