Updating core animations

  1. What do you want to achieve?
    update core animations when some script changes core animations id.

so im making a game with abilytes, and one of the abilitys changes core animations but the animations updates only when player move, how i can update animations so they start playing after animation id had changes

Update default character’s Animate script to add this logic.
Default one preloads animations and keeps loaded AnimationTracks,
so following simple changing Animation Id would not work.

Just make Animate script and parent it to a startercharacterscripts

I also think modifying the animate script would be the best way.
To do that, create a rig. Then move the “animation” script from inside the rig to
StarterPlayer->StarterCharacterScripts. Open it and scroll to the very bottom.
You should see this:

-- main program

-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"

while Figure.Parent ~= nil do
	local _, time = wait(0.1)
	move(time)
end

add this between "pose = standing" and "while Figure.Parent~=nil do":

for index,object in ipairs(script:GetChildren()) do
	if object:IsA("StringValue") then
		object:FindFirstChildWhichIsA("Animation").Changed:Connect(function()
			stopAllAnimations()
		end)
	end
end
1 Like

thank you for help!
for those who making something like that and want to play anims immediately, paste this:

for index,object in ipairs(script:GetChildren()) do
	if object:IsA("StringValue") then
		object:FindFirstChildWhichIsA("Animation").Changed:Connect(function()
			stopAllAnimations()
			playAnimation("idle", 0.1, Humanoid)
		end)
	end
end

thanks again to @mechclash for helping me out

1 Like

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