Roblox Animation to Crux Animation System (by wes_BAN)

The original post on the Crux Animation System can be found here, but requires a slightly edited version that can be inserted with the button in my plugin.

So ages ago, I wanted to make something to convert Roblox Animations of module scripts of the Crux Animation System module. I had no luck back then figuring it out. Over the past 2 or 3 days, I decided to work on a way to do so because I figured it out with the private message I sent to CodeWriter ages ago.

Plugin: http://www.roblox.com/Roblox-Animation-to-Crux-Animation-Plugin-item?id=218472180

How to convert animations.

  1. Create some animation with the animation system (or load, import, etc)
  2. Save it to a string value in the dummy
  3. Either leave the string there or move it to a script
  4. Select the StringValue or script
  5. Select the plugin button to create the module script
  6. Go to ReplicatedStorage
  7. Find the module with the name of the string value or script

Requirements:

  1. Use the ModuleScript in the plugin (works off of C1s, not C0s like the original. If you go to line 947, replace joint.C0 with joint.C1. That was the only change.
  2. loadstring() must work for plugins (this is how the Roblox Animation plugin loads the animation strings).
  3. Plugins must be able to create ModuleScripts.

Thoughts?

Yay someone else using the crux animation system. :smiley: It is so dang easy to use and modify I love and am very glad someone made a way to export rbx anims into it. :smiley:

Whoa. Nice. Glad people are using it. I wish I knew how to squeeze a bit more performance out of it but this is great =)

Performance? just make a thread here for that, with some source, me and axis can optimize math code pretty well :slight_smile:

Performance? just make a thread here for that, with some source, me and axis can optimize math code pretty well :-)[/quote]

I’d rather not make a thread for it. Anyone is welcome to contribute to the github repo. It might be a nice challenge if you’re willing.

It’s been a while since I’ve touched the code and I’m surprised it’s being put to use. I’m sure there are many, many improvements that can be made, which is exactly why it’s opensource =)

I was trying ot figure Crux the other day but I suck at scriptign so I didn’t know. :C Will def try this out.

EDIT:
I tried it out, not so great at scripting or anything but I rotated the arm and did the instructions to get the jist of it, I tried running it and it worked, but it rotated the opposite way.

Further Tests:
-Opposite rotational degree may just be a bug with the actual editor itself, I’ve seen posts about it not flipping right on the x rotational axis to a certain degree

-Using the activation method on the GitHub it plays all the existing animations in the AnimationClips Group instead of the one you want to activate.

[quote]
-Using the activation method on the GitHub it plays all the existing animations in the AnimationClips Group instead of the one you want to activate. [/quote]

The existing animations in the “AnimationClips group”? I’m confused. Could you post the script you used to play your animations?

[quote]
-Using the activation method on the GitHub it plays all the existing animations in the AnimationClips Group instead of the one you want to activate. [/quote]

The existing animations in the “AnimationClips group”? I’m confused. Could you post the script you used to play your animations?[/quote]

I used the script from the README from the GitHub, sorry, there’s a good chance I’m doing it wrong; I’m merely just experimenting. I made a group and put it in ReplicatedStorage titled ‘AnimationClips’ where I kept the formatted animation file. I just assumed I had to make a group because of the line:

local clipFile = ReplicatedStorage.AnimationClips.Idle

However I had multiple animations in the group and it played them all instead of the one I wanted. ;~;

What, how.

If in the case you want to know how Pose.CFrame works in the code that is exported from the Animation Editor, it is this:

What, how.[/quote]

In the animation editor you just click the plus and save, doing this saves a value in the dummy you’re animating. Selecting it and clicking the plugin button will generate the formatted script in ReplicatedStorage.

I’m having some major issues with CruxAnimation, If any of you users might know whats going on

I use it like the following: local events = game.ReplicatedStoragelocal player = game.Players.LocalPlayer - Pastebin.com
Where “Walk” and “Idle” are modules straight from CruxAnimation’s GitHub.

However I get the following error:

06:37:49.406 - ReplicatedStorage.CruxAnimation:1206: attempt to call method '_GetState' (a nil value)
06:37:49.407 - Stack Begin
06:37:49.407 - Script 'ReplicatedStorage.CruxAnimation', Line 1206 - field IsPlaying
06:37:49.407 - Script 'Players.Player1.PlayerGui.Animation', Line 45 - global stopAnimation
06:37:49.407 - Script 'Players.Player1.PlayerGui.Animation', Line 57
06:37:49.407 - Stack End

Those examples are bad, even with the original C0 version.

@Stealth Oh god kill it now!