yeah those animations work, fall, walk, and run don’t however
So do you reckon I keep the jumping animation and switch the freefall to the old one?
are you using an animation pack?
Nope, my character uses 0 animation packs
Do you reckon i just keep the old animations for the sake of just making it work?
weird, it looks like the rthro jump but whatever
edit: after checking you ARE using rthro animations lol
I’ll just give mine
r15 walk/run respectively: 913402848/913376220
jump: 507765000
fall: 507767968
idle: 507766388
tell me if these work for you too
Ahhh yes it works! Alright just let me finish things up and I’ll release a new version
R6 presets are still broken,
here’s the default walk/run for r6 (both): 180426354
New version has been released on marketplace,I really hope theres no issues this time
Oh my god i just noticed i put in the run anim id for the idle for r6 Fidxed Hold on.
All of the animations work perfectly, however, the fadetime (atleast for the walk/run animation) only seems to work in R15 and not R6 for me.
There’s also a weird stutter on the R15 animations that does not occur with the default animate script.
can you reproduce these issues?
I unfortunately cannot reproduce them It works perfectly fine for me, mind sending a .rbxl? Sorry for the inconvenience I just really really need to fix all these issues
Does this video contain anything you’re experiencing? Because I don’t see anything wrong
Well, the fadetime now works in r6 for me (this is weird haha)
here’s the file with the stuttering issues
set the animate localscript to archivable to text with the default script
Alright, i’ll see if i can replicate
its kinda laggy, can you send placefile the video was taken in?
asasas.rbxl (154.6 KB)
Also, I checked your place out and it doesn’t seem to have any stuttering?? Ughhh
Dude, I don’t know what’s happening, but whatever it is i’m solving it tomorrow. I’m gonna sleep
Maybe the stuttering is just a weird effect of my large hat and the walk animation combined. It’s definetly there on the jump and fall though, but you can probably fix that by changing the fadetime to the defaults. I’m probably overreacting lol.
Almost all of the defaults can be found by searching for playanimation in the default animate script. When you can, please update the module with the default fadeTimes, it would be a lot better.
is there any way to change a pose like run or walk during runtime?
Hi, I recently added Core.PoseController:ChangePoseAnim(), check it out!
Thanks, Do i need to put a Id or A AnimationTrack to change it?
An AnimationTrack
Summary
30charlimit
Oh by the way, Don’t know if this is intentional but, you removed the r6 default anims on the table from the CoreAnims Module