Roblox currently provides no reliable way for developers to run custom animation or pose‑processing code between the built‑in Animator evaluation and IKControl solving. This prevents the creation of modern animation pipelines that combine keyframed animation, procedural animation, IK, runtime pose modification, layered animation systems, and deterministic replication.
To support advanced animation systems, including procedural layers, runtime pose generation, weapon‑specific animation sets, and bandwidth‑efficient replication, Roblox needs:
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Deterministic hooks before/after Animator and IKControl
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A native
Animator:ApplyPose()API -
Custom Animation Priorities (true animation layers)
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Support for procedural layers integrated into the engine pipeline
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Runtime‑modifiable animation graphs or subgraph injection
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Native replication of final poses (driver‑based, not CFrame‑based)
These features would modernize Roblox’s animation stack and enable developers to build AAA‑quality animation systems on the platform.
1. The Current Problem
1.1. The Animation Pipeline Is Not Extensible
Roblox’s animation pipeline is fixed:
Animator → IKControl → Native Replication
Developers cannot reliably insert custom animation logic between these stages.
This makes it impossible to:
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Modify poses before IKControl solves
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Apply procedural layers
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Implement runtime pose adjustments
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Build deterministic animation systems
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Integrate physics‑driven animation
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Build hybrid procedural + keyframed pipelines
1.2. RunService Signals Are Not Reliable
Depending on workspace.SignalBehavior:
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Immediate mode allows custom code to run between Animator and IKControl
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Deferred, Default, and AncestryDeferred do not
This inconsistency breaks procedural animation systems across Studio, servers, and clients.
1.3. IKControl’s Strength Highlights the Gap
IKControl has engine‑level access to MechanicalConstraints, giving it:
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Higher accuracy
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Better stability
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Better performance
But developers cannot reliably feed IKControl the correct pose before it solves.
2. Why This Matters (Real Use Cases)
Modern animation systems require:
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Procedural locomotion
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Spine aiming
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Weapon‑specific upper‑body layers
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Recoil and additive offsets
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Physics‑driven animation
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Custom IK solvers
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Runtime animation blending
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Modular animation sets
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Deterministic replication
These workflows are standard in engines like Unreal, Unity, Godot, and proprietary AAA engines.
Roblox’s current pipeline cannot support them.
3. Current vs Ideal Pipelines
3.1. Current Roblox Pipeline
Animator → IKControl → Replication
3.2. Current Fluxa Pipelines (depending on SignalBehavior)
Immediate mode:
Animator → Fluxa → IKControl → Fluxa → Custom Replication
Deferred/Default/AncestryDeferred:
Animator → IKControl → Fluxa → Custom Replication
No Animator:
Fluxa → Custom Replication
This inconsistency makes it impossible to build a stable, predictable animation engine.
4. Required Engine Features
4.1. Deterministic Animation Pipeline Hooks
Roblox needs to expose stable execution points:
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Before Animator evaluation
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(already RunService.PreAnimation)
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After Animator evaluation
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Before IKControl evaluation
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After IKControl evaluation
These could be implemented as:
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New RunService signals
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A new AnimationService pipeline API
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A new “Animation Pass” system
This would allow developers to reliably integrate procedural animation with the built‑in pipeline.
4.2. Native Pose Application API
Developers need a way to apply a full per‑bone transform set directly to the Animator:
Animator:ApplyPose(poseTable)
This would:
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Allow procedural animation to integrate with the native pipeline
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Allow Roblox to handle replication automatically
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Allow IKControl to solve against the correct pose
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Allow AnimationGraphs to blend with procedural layers
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Eliminate the need for custom replication frameworks
This single API would unlock an enormous amount of animation capability.
4.3. Custom Animation Priorities (True Layered Animation)
Roblox currently supports track‑level priorities, but not layer‑level priorities.
This severely limits complex animation systems.
What Roblox Has Today
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Track priorities (Core, Idle, Movement, Action, etc.)
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Track‑by‑track blending
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Masking inside AnimationGraphs
What Roblox Does Not Have
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Custom user‑defined animation layers
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Layer‑level blending (Blend / Override / Additive)
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Layer‑level masking
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Layer‑level priorities
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Independent blend weights per layer
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Procedural layers that blend with keyframed layers
Why This Matters
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Modern animation systems rely on layers such as:
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Locomotion layer
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Upper‑body weapon layer
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Additive recoil layer
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Facial expression layer
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Procedural aiming layer
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Physics‑driven secondary motion layer
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Post‑IK correction layer
Fluxa already implements this internally, but Roblox provides no native support.
What Roblox Needs
A system similar to Unreal’s Animation Layers but with full user customization:
Layer 0: Base Locomotion (Blend)
Layer 1: Upper Body (Override)
Layer 2: Additive Recoil (Add)
Layer 3: Procedural Aiming (Add)
Layer 4: Post-IK Corrections (Override)
Each layer should support:
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Blend
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Override
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Additive
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Masked
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Weighted
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Runtime activation
This would allow AnimationGraphs and procedural systems to work together seamlessly.
4.4. Efficient, Driver‑Based Pose Replication (Fluxa’s Model)
Roblox’s current animation replication model sends track state, not final poses, and provides no way for developers to replicate procedural animation or runtime pose modifications without custom RemoteEvents.
Fluxa implements a more modern, bandwidth‑efficient replication model that Roblox should adopt natively.
What Fluxa Does Today
Fluxa replicates driver values, not CFrames.
A “driver” is a parameter that influences animation evaluation, such as:
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blend weights
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animation state parameters
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procedural offsets
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IK targets
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additive layer values
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runtime pose modifiers
Fluxa’s replication system:
Selective driver replication
Developers can disable replication for:
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local‑only procedural layers
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cosmetic layers
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non‑network‑relevant animation states
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temporary or experimental drivers
Delta‑only packet sending
Fluxa only sends packets when:
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a driver changes
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a driver is added
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a driver is removed
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a layer changes state
Minimal packet size
Packets contain only:
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driver name
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new value(s)
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timestamp or frame index
No CFrame replication
Fluxa never replicates:
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Motor6D transforms
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Bone transforms
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AnimationConstraint transforms
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Per‑joint CFrames
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Full poses
Deterministic pose reconstruction
All clients recompute the same pose locally using the same drivers.
This is the same replication strategy used by:
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Unreal Engine’s Gameplay Ability System
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Source Engine’s animation networking
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Apex Legends
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Overwatch
Fluxa already implements this pattern, Roblox should support it natively.
Why Roblox Should Adopt Driver‑Based Replication
- Dramatically more bandwidth‑efficient
- Driver replication is tiny compared to CFrame replication.
- Scales to large player counts
- Constant‑time per player.
- Integrates naturally with AnimationGraphs
- Graphs already use parameters.
- Enables procedural animation to replicate natively
- No custom remotes required.
- Allows Roblox to replicate final poses safely
- Without exposing raw CFrames.
What Roblox Needs to Add
A. Native driver replication
local driver = Animator:RegisterDriver("AimPitch", "number")
driver.Replicates = true
B. Automatic delta‑based replication
Only send packets when values change.
C. Deterministic pose reconstruction
Clients evaluate the same graph with the same drivers.
D. Integration with Animator:ApplyPose()
Allows the engine to replicate final poses.
E. Per‑driver replication control
driver.Replicates = false
4.5. Runtime Graph Editing or Subgraph Injection
Roblox’s AnimationGraph system is powerful, but it is static and pre‑compiled.
Developers cannot:
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Modify graphs at runtime
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Add or remove nodes
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Swap subgraphs
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Blend between graphs
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Dynamically build graphs for weapons/stances
Roblox needs:
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Runtime graph modification
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Subgraph injection
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Graph instancing
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Dynamic graph blending
This would allow AnimationGraphs to scale to complex games.
5. Why AnimationGraphs Do Not Replace Procedural Layers
AnimationGraphs provide:
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State machines
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Blend trees
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Masking
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Overlays
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Add/Subtract pose math
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Parameter‑driven transitions
But they do not provide:
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Runtime graph modification
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Procedural pose generation
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Per‑bone runtime transforms
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Custom IK
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Physics‑driven animation
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Deterministic replication
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Post‑IK procedural passes
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Custom animation layers with priorities
Fluxa fills this gap, but cannot integrate cleanly without engine support.
6. Benefits to Roblox
Implementing these features would:
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Enable AAA‑quality animation pipelines
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Allow developers to build advanced procedural systems
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Improve IKControl accuracy and usefulness
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Reduce reliance on custom replication hacks
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Make AnimationGraphs dramatically more powerful
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Bring Roblox closer to industry‑standard animation workflows
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Unlock new genres (soulslikes, shooters, immersive sims, VR, etc.)
This would be a major step forward for the platform.
7. Summary of Requested Features
1. Deterministic pipeline hooks
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Before Animator
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After Animator
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Before IKControl
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After IKControl
2. Native pose application
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Animator:ApplyPose(poseTable) -
Engine‑level replication of final poses
3. Custom animation priorities (true layered animation)
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User‑defined layers
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Blend / Override / Additive modes
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Layer‑level masking
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Layer‑level priorities
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Runtime activation
4. Runtime graph modification
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Subgraph injection
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Dynamic graph editing
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Graph instancing
5. Efficient, driver‑based replication
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Selective driver replication
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Delta‑only packet sending
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No CFrame replication
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Deterministic pose reconstruction
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Native integration with AnimationGraphs