[V2] Moon2Cutscene | Play Moon Animator 2 Files

You can do cutscene:stop() and if necessary, cutscene:reset() or cutscene.map:Destroy()

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alright thank you so much! :+1:

Missing object:   ā–¼  {
                    ["Path"] =  ā–¼  {
                       ["InstanceNames"] =  ā–¼  {
                          [1] = "game",
                          [2] = "Workspace",
                          [3] = "Part",
                          [4] = "BloodDad"
                       },
                       ["InstanceTypes"] =  ā–¼  {
                          [1] = "DataModel",
                          [2] = "Workspace",
                          [3] = "Part",
                          [4] = "Decal"
                       },
                       ["ItemType"] = "Decal"
                    }
                 } 

What do I have to do to the decal?

FixWithDecals.rbxl (2.8 MB)

and if you could explain How this is supposed to help me the warning code? I understand that it’s telling me that the decal BloodDad hasn’t been found, but I don’t know the fix.

image
Got this warning when opening the game btw

Also your file contains scripts but they are empty.

Also, just checked your file, the problem is that the Parts name isn’t unique therefore the script cant find it
image

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oh no wonder. Huh I will need to change those scripts then. Thanks btw!

This module is awesome, I’ve always wanted to bring my animations into real games, and after playing around with it for a while, here’s what I ended up with!
Watch 2024-10-29 02-57-58 | Streamable

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Added sound support
and fixed a bug causing :Emit() (aswell as the then non existential method calls) not to work

https://www.youtube.com/watch?v=Ao80CREokvQ how can I be able to make the animation work like this? I’ve tried many things but it doesnt seem to work.

Hi, I’m having trouble setting this up, could you possibly break it down into simple steps for me?

also, is this what the animation save should look like? I feel like this is incorrect…

What problems are you encountering?

Firstly you gotta make the new cutscene
Which you need the MoonAnimator2Save file found under ServerStorage
image

local file = script.CutsceneFile -- change to your file name
local moon2Cutscene = require(path.to.module)
local newCutscene = moon2Cutscene.new(file)

newCutscene:play()
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That is indeed correct, your save file is the instance named ā€œDapā€

Ok, I was concerned I had the script set up incorrectly.

The problem I’m having is that I keep getting this error: ReplicatedStorage.Moon2Cutscene.MoonUtil:50: attempt to index nil with ā€˜GetDescendants’ - Client - MoonUtil:50

Here is how my script is setup:


Maybe I’m not passing in a required value?

Can you send me your game file?

Ofc, here u go:
CutsceneTesting.rbxl (559.9 KB)

If it’s of any use, here is the animation:


It’s just a quick two-character animation I made just to test things out

here:
CutsceneTesting.rbxl (559.4 KB)

alternatively just change the script:

local RunService = game:GetService("RunService")
local RS = game:GetService("ReplicatedStorage")

local file = script.TestCutscene
local moon2Cutscene = require(RS.Moon2Cutscene)
local map = workspace.DapCutscene

local newCutscene = moon2Cutscene.new(file, map, true)

task.wait(7)

local cameraCon = RunService.RenderStepped:Connect(function()
	workspace.CurrentCamera.CFrame = map.DawnPelt2001.Head.CFrame
end)

newCutscene:play()

newCutscene:wait() -- wait for cutscene to end
cameraCon:Disconnect()

the problem was that you put the characters into a folder and the script couldn’t find them.
I added moon2Cutscene.new(file, map, true) (put the map as workspace.DapCutscene, and the true is so it doesn’t clone it)

Also; there is no AttachToPart support yet, so i added a RenderStepped that place’s the camera in the correct spot.

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yooo it worked thank you so much!

And ok, I was a little confused as to what I should pass in as ā€œmapā€.

Now, just curious, how would I get sounds to play during the cutscene? (using animation events, or if possible, moon keyframe exports)

Because you animated with the characters being directly under the workspace and then put them in a folder, the script couldn’t find the models. So the map would be the folder (which i already set)

As for playing sounds; add a sound to your moon animator track and just play it from there

Also; to animate again, you might need to put everything into the workspace (this is just how moon animator works)

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Got it.

So does this module support audio? Or would I need to add support for audio myself?