You can do cutscene:stop()
and if necessary, cutscene:reset()
or cutscene.map:Destroy()
alright thank you so much!
Missing object: ā¼ {
["Path"] = ā¼ {
["InstanceNames"] = ā¼ {
[1] = "game",
[2] = "Workspace",
[3] = "Part",
[4] = "BloodDad"
},
["InstanceTypes"] = ā¼ {
[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 itās telling me that the decal BloodDad hasnāt been found, but I donāt know the fix.
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 isnāt unique therefore the script cant find it
oh no wonder. Huh I will need to change those scripts then. Thanks btw!
This module is awesome, Iāve always wanted to bring my animations into real games, and after playing around with it for a while, hereās what I ended up with!
Watch 2024-10-29 02-57-58 | Streamable
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? Iāve tried many things but it doesnt seem to work.
Hi, Iām having trouble setting this up, could you possibly break it down into simple steps for me?
What problems are you encountering?
Firstly you gotta make the new cutscene
Which you need the MoonAnimator2Save file found under ServerStorage
local file = script.CutsceneFile -- change to your file name
local moon2Cutscene = require(path.to.module)
local newCutscene = moon2Cutscene.new(file)
newCutscene:play()
That is indeed correct, your save file is the instance named āDapā
Ok, I was concerned I had the script set up incorrectly.
The problem Iām having is that I keep getting this error: ReplicatedStorage.Moon2Cutscene.MoonUtil:50: attempt to index nil with āGetDescendantsā - Client - MoonUtil:50
Here is how my script is setup:
Maybe Iām not passing in a required value?
Can you send me your game file?
If itās of any use, here is the animation:
Itās 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 couldnāt find them.
I added moon2Cutscene.new(file, map, true)
(put the map as workspace.DapCutscene
, and the true
is so it doesnāt clone it)
Also; there is no AttachToPart support yet, so i added a RenderStepped that placeās the camera in the correct spot.
yooo it worked thank you so much!
And ok, I was a little confused as to what I should pass in as āmapā.
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 couldnāt 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)
Got it.
So does this module support audio? Or would I need to add support for audio myself?