Some players of mine have also been reporting similar problems at the moment.
Currently still occurring, in both R6 and R15 games. This issue isn’t isolated to R6.
The animation update quite literally has broken everything.
I saw it happening yesterday I thought it was my game
Most war clan forts and facilities that use R6 seem to be broken as well. Our swords in a lot of our facilities in F.E.A.R are almost impossible to fight with now since it will just lunge into the ground.
After testing I found a temporary fix for R6 anims. What I found out is that the idle, tool idle, and fall animation tracks don’t stop/gc even when calling the Stop() and Destroy() functions.
Scripts are in the StarterCharacterScripts folder:
R6 Animatin Temp Fix.rbxl (44.2 KB)
Note: idle, tool idle, fall, and climbing animations will not play with this temporary fix. This is to prevent animation tracks from stacking to the track instance limit
Hello again, animations are still broken after 24 hours. We appreciate the engineers trying to fix the ongoing issue.
Yeah, they should be forced to load only once. It’s an issue with animation track instances I’m guessing, and the official Roblox animation script does not account for that. I found a means of stopping stacking by checking for the animation track, and lest it does not exist, an animation is loaded onto the humanoid. This was a problem I came across, and hopefully dealt with properly. Chances are, when (or if) a fix comes, animations will no longer have to be loaded just one time.
E.g.:
-- From a specific part (function playAnimation) of the official script that causes this issue, which I revised here:
local isAnim = findAnimInTrack(humanoid:GetPlayingAnimationTracks(), anim.Name)
if isAnim.trf == false then
currentAnimTrack = humanoid:LoadAnimation(anim)
else
currentAnimTrack = isAnim.anm
end
-- Paired with a simple function to check for the tracks:
function findAnimInTrack(tr, nm)
for i, v in pairs(tr) do
if v.Name == nm then -- As you can see, definitely not a good method, but still works if you have differing animation names.
return {trf=true,anm=v}
end
end
return {trf=false,anm=nil}
end
This was replicated in the other animation function, playToolAnimation
. When the fixes were made, animations worked in-game. Of course, for studio, I can’t say - my animations haven’t worked there at all, fixed script or not. Found myself here after encountering problems in Animator Reaches 256 Tracks and No More are Played.
Do these two animations show up blank for anyone else on the website? I believe these files may be corrupted?
As for what a normal file looks like, it has the Clip icon like this one:
this is happening to me too, but i’ve found out that the cause is the default roblox idle and fall animations never stopping on the client side, which leads to 256+ animations being played on a character at once
I’ve tried looping through the playing animations with :GetPlayingAnimationTracks(), which is how i found the cause, but stopping the animations with :Stop() literally does not remove it from the animator
I’ve discovered a solution to this problem. Many animations uploaded by Roblox doesn’t seem to work in-game today, only on studio. For a temporary fix you can import and upload Roblox’s idle animations etc inside the Animation script (180435571 & 180435792 are the idle IDs).
One of these animations is bugged,
idle = {
{ id = "http://www.roblox.com/asset/?id=460804225", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=460802826", weight = 9 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=460804531", weight = 10 }
},
run = {
{ id = "http://www.roblox.com/asset/?id=460804531", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=460798241", weight = 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=460804815", weight = 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=460802442", weight = 10 }
},
A temp fix is to swap the default animations to the Rthro ones (also this is for R15, not sure if it will work for R6)
idle = {
{ id = "http://www.roblox.com/asset/?id=10921259953", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=10921258489", weight = 9 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=10921269718", weight = 10 }
},
run = {
{ id = "http://www.roblox.com/asset/?id=10921261968", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=10921263860", weight = 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=10921263860", weight = 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=10921257536", weight = 10 }
},
*Update: emotes dance1, dance2, point, wave, cheer and laugh also don’t work and cause animations to break. For what ever reason dance3 still works
Yes, can vouch this works! Sucks we have to fix it ourselves but at least we can, thanks for the help.
+1,
My game teleport system is broken because of this, the only workaround I made for now is using a makeshift sit animation.
Your welcome. I made a model with the AnimSaves of all R6 animations to make it easier importing: defaultAnimationsDummy R6 - Roblox (excludes dances).
My game Framed! is currently suffering from this bug. The default tool equip animation is refusing to play on live servers. I am using the default R6 animation script and all the default R6 animations.
@kleptonaut We still haven’t got a staff response in the last 26 hours. Are you able to help us out?
The post I replied to includes a simple repro place. Hopefully it gets fixed soon!
Hi, we’ve reverted a change that likely caused this issue. Please let us know if you continue to have issues!
I’ve noticed it to, but it’s even been happening for me in games like BSS that use r15
Same issue happening again today.
Edit; it’s fixed.