I did this really quick, it works as expected. Did you do anything different than I did here that you can change?
Also, as far as I can remember, I think animations has to be pre-made and not real-time made as you play.
Animations can be created during run-time as long as they have a valid AnimationId property
I remember having issues with that in the past, as well as other people.
function loadIdleAnimation(humanoid)
print(1)
local animation = script['Idle']
if not animation then return end
local animTrack = humanoid:LoadAnimation(animation)
if not animTrack then return end
animTrack.Looped = true
animTrack:Play()
if animTrack.IsPlaying then
print(humanoid, humanoid.Parent)
humanoid.Parent.Head.BrickColor = BrickColor.new('Cyan')
end
end
That’s extremely odd, have you made sure it has all the required motor6Ds?
Thanks. Could you try disabling the plugin and just have a plain R15 dummy rigged with appropriate Motor6Ds? Also, make sure the animation is created for R15.
Wait… Is the dummy anchored? (like… all the parts?)
Ye, the script sets all the parts to be anchored, otherwise the model fallsover
That’s what’s stopping the animation hahaha, just anchor the humanoidrootpart and you’ll be good.
The dummy won’t fall over the HumanoidRootPart is anchored.
If the head is rigged appropriately to the rest of the model, it should work fine. Are you moving the head in your code, or does the Motor6D just not exist?
No, it seems like the motor6d joint breaks. But hey, who really need a head?
Just wanted to give a little heads up on this part of your code;
If Idle
wasn’t there, the script would error as it’d try and get it. I recommend using FindFirstChild to accomplish this.
local animation = script:FindFirstChild('Idle')
print(1)
if not animation then return end
Alternatively, if you wanted the script to yield until it got Idle
, I recommend using WaitForChild.
local animation = script:WaitForChild('Idle')
print(1)
--if not animation then return end < Not necessary, since it'd yield for `Idle`.
Just a little something I noticed.