SimpleAnimate | An easy-to-use & flexible module replacement for the default Animate script

Ahh yeah you have to manually destroy the controller if the rig dies, I’ll make it destroy itself along with the rig

Update with all the changes I just proposed will be out in a few minutes :slight_smile:

1 Like

Awesome, you respond so fast. Thanks for implementing these changes.

1 Like

Oh, yeah, please update it on the Creator Marketplace when you’re done :))

Update:

  • Added SimpleAnimate.fromExisting(rig) and SimpleAnimate.waitForController(rig)

  • Fixed the AnimationController not using the metatable

  • Fixed all the modules creating new metatables everytime they’re constructed, instead now there is a constant meta table variable which is instead used as the metatable everytime.

  • Made it so that when the rig is destroyed, the controller is destroyed too.

All changes have been updated to the PackageLink and marketplace product

Let me know if anyone experiences any issues!

1 Like

Honestly this is a nitpick but is there any point of using shared if there’s a function for it? I believe local access is faster than global so you might as well use a table in the module for holding these.

IMO there is currently no reason to require the module in the first place to access this function over using shared since it’s just more lines.

1 Like

Dude it is 1 am and i forgot that modules cache tables :sob: So sorry will be switching all the shared to be instead table stored within module, shouldn’t take too long

1 Like

you COULD also create an entirely new table lolll

1 Like

Here you go, I am appreciate all the feedback :pray: Is available on marketplace

I should probably sleep…

1 Like

Sorry for the extra bother, but there seems to be a difference in (fadetime?) compared to the default Animate script. This is noticable when you jump, your arms shoot up way faster than they normally would. I believe this is because the default fadetime for all animations is 0.1. Do you think you could allow seperate adjusting of all the fadetimes for the default animations? (and add the r6/r15 defaults to the presets)

You’re lucky I havent slept yet xd Yeah I can definitely add an optional fadeTime field for the AnimationsList thing, just uh holdon real quick

1 Like

Added!

image

There are now optional fadeTime and speed fields for AnimationsList entries

About the r6/r15 presets, what do you mean by that? The core animations I already copied from Animate xd

Also let me uh just post this to the marketplace Done :white_check_mark:

Under the default coreanimations module that has the default r6/r15 animations and weight

Ah yeah the R6 animations are in there, it’s just commented out. If you wish to use one or the other just uncomment R6 and comment out R15

I meant can you add the proper fadetimes to each of them (or make the fadetime customizable?

You can : P

image

Though I don’t really feel like fine tuning the fadetimes right now :sob:

I feel like an idiot for not noticing that

1 Like

Small Update

  • Fixed memory leaks while destroying and creating controllers by doing this in all the destructors:

    image

    Alot of my previous modules didn’t do this, looks like I’ll have to add it :cry:

This doesn’t seem to work. Are you sure this is implemented?

Did you download the latest version? I just updated it

1 Like

It doesn’t seem to work unless I’m doing something wrong. The arms still snap up when I jump. After looking at the code of the default animate script, (I think) the jump animation timer seems to be configurable, and it will not play the fall animation until the jump time is over. Maybe this is the issue and the fadetime works correctly?

image

1 Like