Huh, yeah that’s probably why actually, I’ll try implementing it
Also, fyi, the wrong R6 walk/run animation is in the preset, causing animations to not play for them
Dang, alright guess that’s gonna be fixed too xd
Huh, can you send a picture of the PlayAnimation
function?
Wait, are you using the preset table or a custom one you pass as the second argument to AnimationController.new()
?
Custom animation lists need the anims to be AnimationTracks before they’re passed in, whereas the default ones get preloaded by default
I’m using the preset table, I was suggesting that fadeTime gets added to that.
Yeahh that should definitely not be happening, I tested the fadeTime
field in my test baseplate and it worked fine for me… Can you send me a .rbxl so I can try to replicate and find a solution?
did you update on creator marketplace?
I mean the PlayAnimation function you sent is the latest one, I don’t see why it wouldn’t be updated
here’s a .rbxl
p.s r15 default animation ids are bugged too
Well alright, hopefully all issues should, SHOULD be resolved by tomorrow
did you figure out what caused it?
Not yet, I just opened the place, however I suspect it may be a little uh recklessness on my part
I FIXED ZA ISSUES!
Ok, so turns out yea the r15 animations were completely wrong!! I was grabbing them out of the animations list instead of the Animation
instances parented to the script
And I also added the jump timer thing too
The Connections
controller has a new method called :SetJumpDuration(value: number)
along with the new changes which are now all available on the marketplace
Honestly theres still quite a few issues I can think of (such as rig scales) so please do let me know
still broken
good news is the fade stuff works
Dangit!! No errors? Because it works completely fine on my end
Where are you getting them from? Just take them directly from the animate script