Ok so i gotta sleep, update willbe finished tomorrow gauranteed
Update:
-
Redid the entire module to use OOP instead of having to put it inside every rig!
The download link has been updated to the new module as the PackageLink has been updated (those who still use the old version can still use it)
Example usage:
Since this is such a MASSIVE change, of course the documentation will need to be updated. Working on that right now
Documentation has been updated!
For those who are still using the old version I recommend switching to the new one
Amazing update, I think this module has a potential of streamlining the whole Animation process.
Although, Iām not sure how I could change the speed of Core animations.
How would I do that?
Does the size of the character affect animations speed, as well?
To change the speed of the core animations you can go to the PoseController module ā PoseController:PlayAnimation() since thats where animations are played
And no, size doesnt affect speed (atleast it shouldnt)
Can you convert some of your modules to use the creator marketplace? Not that I donāt trust .rbxm files but I like to be able to import things from the toolbox.
Alright Iāll make some creator marketplace products for them real quick, SimpleAnimate first (however do mind that since you canāt save PackageLinks to the creator marketplace youāll have to manually update the module anytime an update comes out!)
Iām aware of this and I know thatās the reason you transitioned your resources to use files. I apologize for the extra hassle of updating it on the creator marketplace, but do keep in mind there are a ton of people that would use your resource if not for the fact that they donāt download files, for safety reasons (this can apply to packages, so thatās another reason to have marketplace available) or just to not clutter their PC.
Also, do you know why animations play MUCH faster than with the default Animate script?
Idk i guess the default Animate script has alot more convolutions along the way between a Humanoid state change and actually playing the animation? Canāt confirm though, I do not understand any of it
Nevermind, it was my own fault lol.
Just to be sure, if I want to access the AnimationController for a rig from another script (to play actions for example,) I just have to call .new() with the rig, right?
Ah no, unfortunately it is not shared I can easily implement a .fromExisting() method if you want though
That would be pretty useful. What were the actions supposed to be used for without one? If I wanted to make a tool that had an animation, was I supposed to use a bindable to play the animation in the animate script or something?
Oops i forgot to return the controller hold on
Thereā¦
Actually, why not just make .new check if one already exists at the start then return it?
Ahh but what if someone wants to create a new AnimationController for a rig that already has one? Then it wouldnāt work
Would there really be a use-case for doing that? Honestly, itās fine either way.
Also, do I have to manually destroy the controller if the rig dies?
Ehh I donāt know but Iām keeping it incase someone needs it (and also .fromExisting() is alot clearer in what itās trying to do and prevents race conditions where 1 script is creating a new controller at the same time as another one)
Also Iāll probably add a yielding constructor like .waitForController(rig) for those who want it