also, could you not reproduce action animations always looping?
I just tried it and I can lol, I’ll replace the default value for looping with false
Also btw you can do this for your animations list
Swimming = {
{id = "123456", weight = 10, looped = boolean}
}
Theres also speed and fadeTime
Package Version 101:
- Changed the looped default to:
-
true
forCoreAnimations
-
false
forEmoteAnimations
-
false
for customActions
-
did you forgot to loop custom set core animations by default?
local animsList = AnimationController.getCopyOfAnimsList("R6", "Animations")
animsList.Walk = {{id = "16802500343",}}
Package Version 102:
- Added
looped
parameter toPreload.preloadAnimsList()
, i only added it toPreload.preloadAnimsArray
Package Version 105:
- Added
Connections.AutoAdjustSpeedMultipliers
which will adjust all speed multipliers based on the humanoid walkspeed, this property istrue
by default - Changed default for
Connections.SwimIdleAnimationSpeed
from 12 to 1 (oops!)
If you alternate left and right, the run animation will reset even if you are moving forward or backward. I think it’s swapping to the walk animation then the run animation but I’m not really sure.
Action:Play() gives you a warning saying the method does not use a colon, which can be misleading.
WHaaaat hold on
Yeah it’s probably doing that cuz u are decelerating when turning so abruptly, just lower the run threshold
Oh yeah, that works. I thought the threshold was based on walkspeed
No the threshold is based on move speed :V If it was based on walkspeed ion think that’d be very useful