This is demotivating as hell, For the love of everything if your gonna force this give us the option to Tune the Blend type, aka Something as in, Blend this animation 0-100%, THEN BOOM, FIX.
AWESOME CHANGE!!
One of my favourite changes this year, although would still prefer if priority were a integer based system to allow for a ensue if unite degree of stacking animations.
Love to see the performance improvements with this update, big W from roblox!
Broke all my animations. I donât see why we canât have the optional property to opt out of whatever this is, as this will definitely have a detrimental effect on a lot of games across the platform. âIf it ainât broke, donât fix itâ.
Tons of animations in my game are now really ugly because of this change. Thought it was a glitch or something, unfortunately it seems to be a new feature. SighâŚ
Horrible update. My viewmodel animations now look slow and sloppy.
Oh, and i noticed that i get random FPS spikes while i play Roblox even on minimum graphics, though im not sure if it is because of this update.
Great job
This update has busted MANY animations for both Databrawl and Databrawl roleplay, my animations that have worked long before. I had to disable the animation blending âfixâ prior back when it first became an option, but now this has caused permanent issues in regard to character animations, and even new ones that were not present previously.
Example A: Program eating Fries
Before
After
Example B: Hands randomly rotating at entirely random intervals
Intended orientation
Now what happens
Please return the option to keep animation blending disabled.
This change is also causing me issues. Low priority animations are blending with high priority animations. I have one animation with the priority set to 2 and another set to 5 and theyâre still blending together.
everyone in this thread already said what needs to be said, this update sucks and breaks behaviours on basically every animation-dependent game please revert this
Iâm not against animation blending but the decision to make it mandatory has caused serious issues which are made even worse by the fact that games where the property removal will be most noticeable are also those that will take the most effort to revert it. Whatever Robloxâs reasons for removing it, they did not consider the full consequences and this needs to be reverted.
even one of their âsolutionsâ to make our code compliant doesnât even work (2) as their Weight system doesnât even replicate properly at times and sometimes freezes the animation to other clients after setting it to a low value.
if integer enums were added for animation priorities, this âfixâ update wouldnât be as bad. (there are only 7 priorities to choose fromâŚ)
This update sucks, itâs because everytime someone joins, it would say Strafe blending disabled. Not all quadrants of motion represented. - Client - Animate:180
but i dont know what does this do until i found out that itâs to check strafe blending enabled, i found this on the localscript âAnimateâ and the purpose is to check if strafing is enabled (localscripts is for clients not servers and animate has that in the script between 177 and 207, thatâs why it says Client - Animate:180
)
-- checks if strafing is enabled
local function checkStrafingEnabled(velo)
if maxVeloX == 0 or minVeloX == 0 or maxVeloY == 0 or minVeloY == 0 then
if locomotionMap == strafingLocomotionMap then
warn("Strafe blending disabled. Not all quadrants of motion represented.")
end
locomotionMap = fallbackLocomotionMap
elseif not strafingLocomotionMap["run"] or not strafingLocomotionMap["walk"] then
if locomotionMap == strafingLocomotionMap then
warn("Strafe blending disabled. Run and walk must be strafing-friendly.")
end
locomotionMap = fallbackLocomotionMap
else
if locomotionMap ~= strafingLocomotionMap then
locomotionMap = strafingLocomotionMap
warn("Strafing reenabled")
end
end
end
-- This is the only part that it uses checkStrafingEnabled()
local function setupWalkAnimations()
resetVelocityBounds()
-- check to see if we need to blend a walk/run animation
for n,v in pairs(strafingLocomotionMap) do
updateVelocityBounds(v.lv)
end
checkStrafingEnabled()
for n,v in pairs(locomotionMap) do
v.track = Humanoid:LoadAnimation(animTable[n][1].anim)
v.track.Priority = Enum.AnimationPriority.Core
end
end
what is even the point of this update??? who does this benefit??? i donât get it.
Sounds like this is yet another neglected update judging by the lack of response from staff. I couldnât tell you how fuming Iâd be if spent weeks or months on animations only for it to be trashed by a single update that removed a property for absolutely no reason.
exactly, i donât see the point of this update, since, who is this supposed to benefit? i actually donât see what kind of developers this is supposed to be catered too.
This completely broke about 90 percent of my gamesâ animations, come on roblox, really? What reason was there to force it on players?
This update has completely fudged my old games, which is very disappointing and depressing to see.
Hooray to screwing over all the animations in my game!
Wonderful update! This definitely will not anger the animation community! Ok now, please revert this. Sadly I would think that this is an April Fools joke but I just realized that it isnât AprilâŚ