Update
added createVignette
function. Check code examples and documentation for more information.
No actually! Moonlite had its first initial commit (or you could just say when it was made) on July 21 of last year. Moon2Module was made on May 19 of this year.
This is a great resource regardless! Very easy to understand and use, although if it were me, I would probably give viewers some pros over the other resources that people have made to do the exact same thing! Having to choose between two things that do virtually the same thing might confuse people, and they won’t know which one to choose!
While, yes the other resources were made first, i’ve made this module with the intent for it to be easy to implement into your projects, and most importantly, free.
bug fix with easing where it’d use the next frame rather than last frame
bug fix with constant easing where it’d wouldn’t run the frame due to fps
added new moon2Cutscene.subtitle function, check documentation and code examples
oh my god it works
important Rig lerping fix
the module now comes with a debug module used for creating parts with a cframe for debugging (you hopefully will never have to use it)
additional cutscene debbuging snippet:
--[[debug]] do
file:play()
file:stop()
file:setFrame(0)
local ui = Instance.new("ScreenGui")
local textbox = Instance.new("TextBox")
textbox:GetPropertyChangedSignal("Text"):Connect(function()
if tonumber(textbox.Text) then
file:setFrame(tonumber(textbox.Text))
end
end)
workspace:GetAttributeChangedSignal("frame"):Connect(function()
textbox.Text = workspace:GetAttribute("frame")
file:setFrame(tonumber(textbox.Text))
end)
textbox.BackgroundTransparency = .5
textbox.Size = UDim2.fromScale(.5, .3)
textbox.Parent = ui
ui.ResetOnSpawn = false
ui.Parent = game.Players.LocalPlayer.PlayerGui
if true then
return
end
end
Minor bug patch:
fixed the script not recognizing when to end a cutscene
added newCutscene:reset()
You can give demo rbxl file please?
If i find some time where i’m not too busy. Documentation is pretty straight forward though, try giving a read.
Does this module support animation events? If yes then how do i set them up? Do i just need to add it in moon animator or make specific things inside the module?
As for now; you have got to do everything manually;
You can read the documentation, it shows you how to add a vignette, a fade and subtitles.
If you got any suggestions lmk!
I’m slightly confused, is this plugin meant to recreate a cutscene from a moon file? Including camera and effects?
As a programmer and animator, this would be very helpful in terms of being able to use the Particle emitter used on moon and transferring it over to a in-game visual effect very easily. So I can see it become very helpful in game development.
I
This isn’t a plugin;
It does work for a camera track but other effects must be scripted manually (atleast for now)
I’ve also just added Emit support alongside sequences.
are you still working on this? And does dialogue work?
Incase i get a feature request, yes
And if by dialogue you mean subtitles, then yes but, they must be manually coded. Check the documentation for more information.
will do. Thanks for the quick reply and great system.
I do have one request for you. Is there anyway you could add like face movement. I have a rig currently that enables me to have mouth and eye like decal change. Is there anyway you could incorporate that within the uh cutscene?
If decal’s are what you are using you could simply change their transparency in the animation