Also, try using the R6 default anims first to see if that works, if not yea just send repro and ill check
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)
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
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
OOOOO righ, thanks, i’ll try this , i thought it had something to do with the friction xd
Man…
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
well that’s odd since I only get 18 warnings
you sure it’s disabled in your beta features?
What’s the warning ||30charlimit||
Hi, Roblox has undistributed all “updateable” modules so rn the only way to download it is via the .rbxm
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
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
Package Version 94:
-
Move animation speed is no longer normalized by
Connections.RunThreshold
, due to the existence ofConnections.MoveAnimationSpeedMultiplier
-
Added
Connections.ClimbAnimationSpeedMultiplier
andConnections.SwimAnimationSpeedMultiplier
fffffffffffffffffffffffffffffffffffff aggghgghghhghhgh
how do i exactly play an action animation?
edit: nah idc about similarity just change whatever Action:GetRandomActionAnim(name):Play()
is
I’ll add a PlayRandom
method