Is it just me or are the keyframes not being added?
https://gyazo.com/ceaf2970b219d4ff0fe0d4fe710530bc
Is for me too, Iāve tried to animate but it didnāt work.
You have to track a property in order for keyframes to be added. Click the plus icon, then type CFrame and press Enter to track the CFrame property. Then, dragging around the part will make keyframes.
You will know you tracked a property correctly when it adds a keyframe at time 0 for the current value of that property.
Works for specific parts but is it possible to track the CFrame of a model?
Currently getting this as an issue:
Everytime i close and open it, it getās progressively worse.
There is no errors in output.
Iām having that issue as well. The only fix I can suggest for right now is just restarting Roblox Studio.
Would be cool if this worked with properties ārelativeā to the object, so that the tween could be moved to any other object, doing the tween with whatever property it currently has. For example, when creating a tween with a part cframe, instead of straight up logging the cframes, log them relatively so that you can apply it to other parts, no matter their CFrame. For example, set cframe to cframe * blah blahā¦ not just set cframe to this cframe from this one predetermined cframe you did in the editor. Hope this makes sense haha
Yeah, same here.
You can fix that though yourself in the code thatās generated.
You can get this to kind-of work if you use attachments and set the cframes of the attachments using the editor. The limitation of this is that the animator script that is exported uses TweenService under the hood, which does not inherently work relative to parts. I could make it run off of a loop or similar instead of using TweenService, which might be what I do next. Essentially creating a Lua animator.
Will there be support for moving and rotating entire models with a single key frame in the future?
Edit: I am making a train and I wanted to know is there a way to make it go at a constant speed?
This is a GREAT plugin and I love it. The only thing is, when I use it for a loading screen (game.ReplicatedFirst:RemoveDefaultLoadingScreen()), it works in studio but not in the main game. Is this a bug or just something that cannot be done?
What script would I put a play script in? I just have a normal script in a GUI, and this is the script I have:
local animator = require(root.Animator)
animator.ShopAnimation:Loop()
This script has no other script in it. Any idea what Iām doing wrong?
You can put the local script anywhere, as long as you replace ārootā with the path to the actual Animator ModuleScript instance.
Your plugin is very broken
Is there by chance you will fix these bugs? They are very annoying, and often breaks my GUIās Animator Module.
Can you show me what the plugin widget looks like when you get these errors and the model you are using the plugin on that is producing these errors? It looks like you may have modified the model after creating tweens for it without having the editor open, so it is looking for instances that no longer exist.
Once you use the editor on a model, you canāt modify the animated parts of that model anymore or the editor will stop working for it (unless the editor is open while you modify it).
Iām pretty sure that broke because the animator still thought i was animating it, even though i had it closed and i was just working on my GUI
One thing i donāt like is that you have to stretch the window to fit more keyframes which gets really annoying. But great plugin itās pretty much an animation editor, but not restricted to characters.
You can zoom out on the timeline by scrolling with the mouse wheel, and drag it left and right by holding the middle mouse button.
I just learned require and it makes SO much more sense. I also will warn people that you cannot change a UiCorner yet as no scripts will affect it.