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
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 wonât force you to use SimpleAnimate :V
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 doesnât right now in the module
Tho im not getting the same error as you even though I replicated the same code, are you sure youre using the latest version? Itâs package version 72
but anyways, i think it would be cool you could add some parameters to the default anims, letâs say i want specifically the run animation to have a fadeTime of 1 on play and also on stop, etc