[v.99] SimpleAnimate | An easy-to-use & flexible module replacement for the default Animate script

Package Version 68:

  • Fixed a faulty guard clause condition in Action:SetEmoteBindable() which was preventing the emote wheel from working, it works now!!! You can use the emote wheel!!!

The new update is available on the latest package version (68+) and the marketplace

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Package Version 70:

  • Cached emote animations instead of loading a new track everytime one is played

  • Fixed memory leaks regarding emote end triggers

i copy Animate script and paste it inside a function and return it trough a module and just task.spawn when i call it

Ehh not very clean nor customizable, the reason i made this module in the first place was to make animations in my fps game easier to manage which it was great for, tho if for your uses simply copying the Animate script into a module is enough I won’t force you to use SimpleAnimate :V

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Hii, i noticed something small, you would need to check if the rig is r15 or r6 right?

	coreAnimations = coreAnimations ~= nil and deepCopy(coreAnimations) or deepCopy(DefaultAnims.R15.Animations)
	emoteAnimations = emoteAnimations ~= nil and deepCopy(emoteAnimations) or deepCopy(DefaultAnims.R15.Emotes)

it looks like it doesn’t right now in the module

Yes, it doesnt automatically change animations cuz the module isnt supposed to rely on humanoids, u can do this:

local anims, emotes = SimpleAnimate.getCopyOfAnimsList("R15", "Animations"), SimpleAnimate.getCopyOfAnimsList("R15", "Emotes")

Im gonna add a new function that returns both lists at once cuz this is kinda annoying i realize :V

Package Version 71:

  • Added SimpleAnimate.getCopyOfAnims() which returns both the Animations and Emotes list for R6 or R15

  • Added the “FellOff” PoseType for when the humanoid (aka state machine) transitions from running/walking → freefall

Package Version 72:

  • Deprecated:
    • Connections:SetRunThreshold()
    • Connections:SetSwimThreshold()
    • Connections:SetSwimIdleSpeed()
    • Connections:SetIdleSpeed()
    • Connections:SetJumpDuration()
  • Superseded by:
    • Connections.BaseMoveSpeed
    • Connections.SwimIdleThreshold
    • Connections.SwimIdleSpeed
    • Connections.IdleSpeed
    • Connections.JumpDuration
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is there any extra setup if I want to use R6?

local SimpleAnimate = require(game.ReplicatedStorage.AnimationController)

local anims = SimpleAnimate.getCopyOfAnimsList("R6", "Animations")
local emotes = SimpleAnimate.getCopyOfAnimsList("R6", "Emotes")

anims = SimpleAnimate.getAnimPackageAsync(nil, anims)
emotes = SimpleAnimate.getEmotePackageAsync(nil, emotes)

local controller = SimpleAnimate.new(script.Parent, true, anims, emotes)

local Core = controller.Core
local Action = controller.Action

local Connections = Core.Connections
local PoseController = Core.PoseController


Connections.BaseMoveSpeed = 15
PoseController.PoseChanged:Connect(function(old, new)
	print(`[Animate] {old} -> {new}`)
end)

Its returning ReplicatedStorage.AnimationController:192: attempt to index nil with ‘Climbing’ - Client - AnimationController:192

nooo its confusing now; revert it pls pl spls

Sorry accidentally deleted my reply, but yeah basically animaton packages dont work for r6 as its not natively supported

Broo its so many unecessary methods :sob: As TimeFrenzied said its messy and id rather they just be properties

atleast rename them to something runanimationthreshold: number

Tho im not getting the same error as you even though I replicated the same code, are you sure youre using the latest version? It’s package version 72

Ehh innacurate because it also scales the speed of climbing and swimming

I dunno tho, im kinda bad at naming so just gimme some ideas ad ill seeif i can make it work

Is there any way to stop this ?

My walk animation seems to be stopping and playing , and somehow gets blended?, you can notice here

https://files.catbox.moe/7kxq43.mp4

but anyways, i think it would be cool you could add some parameters to the default anims, let’s say i want specifically the run animation to have a fadeTime of 1 on play and also on stop, etc

Hello, currently the way to do this is to set the fadeTime field in your animation, like this:.
{id = “123456”, weight = 10, fadeTime = 0.1}

However this does only work for play fadetimes, ill add another one for stop fadetime when i get home

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Hello, I’ve added a stopFadeTime field for animation infos, the new version (73) is available via the new download link

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hell yeah, awesome, but, my walk animation seems to be blending constantly?, like it wants to play and stop every time with the blend, kinda weird

If you can send a repro place I can try to figure out why, for me though it seems to be working fine :V