New Animation Runtime Rollout - Upcoming Property Removal

Can’t you already do that with AnimationTrack:AdjustWeight(...)?

I never understand why we need this update. Old animations we’re fine… It just breaks all animations on my old game :sad:
But It’s okay though… I abandoned that game, and have worked on a new one which all the priorities of the animations are correct. Also, can we get Action5 for priority? ( I don’t understand anything other than lua language, Sorry.)

3 Likes

We are now 10 days away from the removal of the property and and the issue with motor6ds persists. Could we get an update or at least a postponement of the property removal until these regressions are fixed? Its not fair that experiences that a using the API properly are also broken by this change

6 Likes

This is a very awesome update. Since switching to this, my game has become more performant and all of the animations actually are working better than before with the other animation properties enabled too!

The NPCs in my game do not look strange anymore when they are walking and doing something else (like attacking), instead it mixes in perfectly and also suits the feel of my game (horror).

The players are also more performant and their animations work beautifully with tools, weaponry, and other sorts of animation.

Y’all did great on this one. (edit: November 1st is the deadline. 10 days, lets goooo)

3 Likes

Plus, they documented all of the asset IDs for both sets of materials in the documentation so developers can use both sets in their games at the same time (with some slight inaccuracies, such as textures that have parts that don’t change color).

I liked this because it let me use the cooler new textures while also letting me also use the pretty, classic cobblestone texture.

1 Like

Roblox should keep old behavior for older games/experiences but they like to reduce how much code the engine uses by instead removing them, unfortunately.

That would be a good update; You can never have too many priority levels for animations.

1 Like

That AnimationWeightedBlendFix pretty much causes a set of specific animations in my games to break and glitch around, on one side my character’s arms have a weird offset (to the side) and on the other they kinda “reset” themselves?! I’ve tried to change the priorities of these Animations; no difference.

AnimationWeightedBlendFix Disabled (how it’s supposed to look like) https://gyazo.com/192e63c7c534e52c0beefdabe73cc266

AnimationWeightedBlendFix Enabled
https://gyazo.com/49c36c30b2a31874d49aed0d3a398e34

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Could this please be addressed and fixed before the released? This issue has been far more destructive than having to carry the burden of differently weighted animations

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Regarding the setting of Motor6D.C0 and C1 at runtime: have you tried leaving Workspace.AnimationWeightedBlendFix enabled, and disabling only Workspace.Retargeting? If this solves the problem, then it should remain user-fixable with this latter setting once the blend fix property has been removed. Please do confirm, thanks!

2 Likes

I have the same issue with Motor6D objects, and I have filed a bug report a few months ago.

Disabling Retargeting seemed to have done nothing and has not changed anything.
Disabling AnimationWeightedBlendFix appears to fix the issue.
Video of AnimationWeightedBlendFix enabled issue:
robloxapp-20221031-2038187.wmv (997.6 KB)

Previous Content

Video of AnimationWeightedBlendFix disabled issue:
robloxapp-20221031-2039246.wmv (1.8 MB)
When I disable the property, the animation is offsetting the C0 property in an undesired way, even though the modified “toolnone” animation is also rotated in that direction and this problem has not occurred before this property was added.

When I use the AnimationWeightedBlendFix property, the animation overrides the C0 property by all means.

Edit: It appears the 2nd problem appeared to be caused by an issue with a setting I set in my own code. Only the first one applies. A workaround is to set the animation priority to Core, but this solution isn’t a very good workaround to the issue.

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Man, really?
Have to go back and reupload thousands of animations including ones with custom rigs?

Why not just keep it a setting

6 Likes

I am very much not a fan of this update

6 Likes

Genuinely one of the worst changes so far. It broke around ~3000 animations in a game I work on, and there’s no clear instructions on how to actually fix it other than doing it all manually.

Really demotivating, stuff like this pushes developers away from the platforms, it would be fine if it was optional like before but no, of course it had to be forced.

22 Likes

This was a terrible idea, and has caused animations I’ve used for years without issue to no longer function properly, in spite of countless community members advising against this change.

If our input isn’t going to be taken into account, at least be transparent about that.

10 Likes

I understand that this update was intended to make strafing animations possible, but it should not override the Motor6D CFrame.

9 Likes

What is wrong with the Roblox Team, seriously, tell me, what made you think this is a good thing to FORCE upon people, now so much animations are broken for the game I’m working on

4 Likes

since the new animation runtime has been rolled out to live games recently, would there be any chance that the issue on “modified Motor6D CFrame not overriding animation” can be focused on fix as soon as possible? :raised_hands:

1 Like

It’s like what ItzFireable said, this change is one of the worst ones that roblox has implemented recently, whilst it may have improved performance, animations now look much worse as they forcibly blend with each other.
This should’ve been optional, or Roblox could’ve just created some sort of built-in function that would allow you to choose how much you’d like the animation to blend with other animations.

When Roblox implements changes like these without fully listening to the community, it cripples my motivation and I start to wonder whether it’s worth continuing with development or not.

12 Likes

This is not a good argument. Because of the nature of my game I would have to re-priorotize and re-upload roughly 591 seprate animations, and I simply do not have the time or energy to do that over simply flipping a workspace property to “disabled”

11 Likes

This is breaking so many games, including mine. There are no errors, but the blending looks awful. Why is roblox ignoring these complaints from so many people? And there no backwards compatibility, why?? No backwards compatibility for something that has been used for years, and by virtually every game with scripts on this platform? If roblox doesn’t revert this, it will be incredibly demotivating trying to fix my animation system, which is messy enough as it is. To be honest, I thought the blending looked interesting at first, but not being able to fix it is a pain, I can only make it look worse.

Again, why is there no backwards compatibility? Why remove the property permanently??
I don’t get it.

14 Likes