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

Also, try using the R6 default anims first to see if that works, if not yea just send repro and ill check

1 Like

Sorry for my ignorance, but, what is a repro?, Do you mean the place file?, I am using the r6 anims table, I made a custom walk anim that is looped, like any normal one

[https://files.catbox.moe/7kxq43.mp4 1](https://files.catbox.moe/7kxq43.mp4 1)

here’s how the problem looks, link for the video

also my client code :

function FrameworkClient:__CharacterAdded(_Char, _Hum, _Root) : ()
	Char, Hum, Root = _Char, _Hum, _Root
	task.wait()
	warn("is this working?")
	local animator: Animator
	if Hum:FindFirstChild("Animator") or Hum:FindFirstChildWhichIsA("Animator") then
		animator = Hum:WaitForChild("Animator") or Hum:FindFirstChildWhichIsA("Animator")
	end	
	local Janitor_ = Janitor.new()
	
	
	
	statevalue = Instance.new("StringValue")
	statevalue.Name = "state"
	statevalue.Value = "normal"
	
	local StaminaBonus = false
	local RunSpeedBonus = false
	
	local anims_controller = AnimationController.new(Char, true)
	local Core_ = anims_controller.Core
	local PoseController = Core_.PoseController
	local connection_: RBXScriptConnection
	local OldHealth: number
	OldHealth = Hum.Health
	Core_.Connections.BaseMoveSpeed = 17.50
	local default_Tracks = {
		Animations = {
			["Walk"] 	= animator:LoadAnimation(default_anims.walk);
			["Idle"]	= animator:LoadAnimation(default_anims.idle);
		}
	}
	local Low_Tracks = {
		["Phase1"] = {
			RequiredHealth = 40,
			Animations = {
				["lowHealthWalk"] 	= animator:LoadAnimation(severeCondition1.lowHealthWalk);
				["lowHealthIdle"]	= animator:LoadAnimation(severeCondition1.lowHealthIdle);
			}
		}
	}
	Janitor_:Add(Hum.Died:Connect(function()
		anims_controller:Destroy()
		Janitor_:Destroy()
	end))

my r6 table :

local Types = require(script.Parent.Parent.Types)
-- DO NOT EDIT THE KEYS (KEYS AS IN IDLE, RUN, WALK, ETC), MAY BREAK SCRIPT
-- ONLY EDIT THE TABLES
-- R6
local Animations: Types.AnimationsList = {
	Idle = {
		{id = "180435571", weight = 5},
		{id = "180435792", weight = 5},
	},
	Run = {
		{id = "104487685931150", weight = 10, fadeTime = 0.9, stopFadeTime = 0.2},
	},
	Walk = {
		{id = "82754208985517", weight = 10, fadeTime = 0.8,stopFadeTime = 0.15}
	},
	GettingUp = {
		{id = "125750702", weight = 10}
	},
	FallingDown = {
		{id = "125750702", weight = 10}
	},
	Jumping = {
		{id = "125750702", weight = 10}
	},
	Freefall = {
		{id = "180436148", weight = 10}
	},
	FellOff = {
		{id = "180436148", weight = 10}
	},
	Landed = {
		{id = "180436148", weight = 10}
	},
	Seated = {
		{id = "178130996", weight = 10}
	},
	Swimming = {
		{id = "18968454270", weight = 10}
	},
	SwimIdle = {
		{id = "18968454270", weight = 10}
	},
	Climbing = {
		{id = "180436334", weight = 10}
	},
	PlatformStanding = {
		{id = "180435571", weight = 10}
	},
	Dead = {
		{id = "180435571", weight = 10}
	}
}
local Emotes = {
	wave = {
		{id = "128777973", weight = 10, looped = false} 
	},
	point = {
		{id = "128853357", weight = 10, looped = false} 
	},
	dance = {
		{id = "182435998", weight = 10}, 
		{id = "182491037", weight = 10}, 
		{id = "182491065", weight = 10} 
	},
	dance2 = {
		{id = "182436842", weight = 10}, 
		{id = "182491248", weight = 10}, 
		{id = "182491277", weight = 10} 
	},
	dance3 = {
		{id = "182436935", weight = 10}, 
		{id = "182491368", weight = 10}, 
		{id = "182491423", weight = 10} 
	},
	laugh = {
		{id = "129423131", weight = 10, looped = false} 
	},
	cheer = {
		{id = "129423030", weight = 10, looped = false} 
	},
}
return {
	Animations = Animations,
	Emotes = Emotes
}

AnimsRunWalk.rbxm (65.6 KB)

The place file in case you need it :

malevolent-wind indev1.rbxl (1010.2 KB)

1 Like

Repro is short for reproduce, it’s a place file to reproduce the issue, I’ll check it out and lyk if I can fix it

1 Like

Hello, I think I may have identified the issue

Another person on Discord had the same issue a while ago, basically you’re not overriding the default Animate script, so you basically have 2 animate scripts going on iykwim

So just put like an empty LocalScript named Animate in StarterCharacterScripts and lmk if that works

1 Like

OOOOO righ, thanks, i’ll try this , i thought it had something to do with the friction xd

1 Like

Man…
image

new type solver is not working wonders

if you use the old one the amount of errors goes down tenfold to about 18

I’m not using the new type solver :broken_heart:

well that’s odd since I only get 18 warnings :thinking:

you sure it’s disabled in your beta features?

image

1 Like

I tried getting the model, but I don’t have permission :disappointed:

What’s the warning :sob: ||30charlimit||

Hi, Roblox has undistributed all “updateable” modules so rn the only way to download it is via the .rbxm

1 Like

NGL you should update the docs a little bit when you have time, the following would be very helpful!

  • Types Section (instead of having to look through the script each time)
  • Example Usage Section (and perhaps best practices if that applies?)

Some of this is just a little confusing to me sorry

1 Like

Ik it’s been 1 week but

Package Version 90:

  • Made a FULL comperehensive documentation in the main post, replacing the old, legacy one

  • Fixed a few minor but big issues in the module

  • Updated the marketplace link to a new, non-updateable one

  • Updated SimpleSignal to version 65

  • Changed the Connections module properties a little :>

Coming Soon (if enough demand):

  • Custom animation replication via SimpleController, a fork of this module I’ve made myself
2 Likes

Package Version 94:

  • Move animation speed is no longer normalized by Connections.RunThreshold, due to the existence of Connections.MoveAnimationSpeedMultiplier

  • Added Connections.ClimbAnimationSpeedMultiplier and Connections.SwimAnimationSpeedMultiplier

1 Like

Marketplace is currently down:

1 Like

fffffffffffffffffffffffffffffffffffff aggghgghghhghhgh

how do i exactly play an action animation?

edit: nah idc about similarity just change whatever Action:GetRandomActionAnim(name):Play() is

1 Like

I’ll add a PlayRandom method :skull:

1 Like