Running Animations without Uploading

I requested this in the past for production-level animations – IMO uploading animations as assets instead of publishing them within the game as instances is awful. Apparently this is done for performance reasons: already encoded = less data sent across network, and encoding instances on the client takes time.

That doesn’t change the fact how awful animation assets are though:

  1. Have to manually publish each change because due to security reasons we can’t have an API to autopublish
  2. Animations are sometimes neither related to games (Game Assets) or my personal assets (e.g. an animation for a free model I make), so they don’t fit well
  3. Can’t dynamically create animations at runtime (e.g. variable bolt pullback length by model)
  4. Clutters inventory
  5. Can’t share

It’d be nice if Roblox allowed us to manually encode animation instances, in which case I could publish a zombie with a custom walk animation, and when someone plays a game that uses the zombie,the animation is already encoded from when I made it. If I need to dynamically create animations, I can use a Lua API to encode a keyframe sequence before anyone needs to use the animation. Ideal behavior is including animation instances with the creations that use them.

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