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

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

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Dang, alright guess that’s gonna be fixed too xd

After testing with a custom walk animation, the fadeTime parameter does seem to not be working

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

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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

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here’s a .rbxl

p.s r15 default animation ids are bugged too

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:sob: Well alright, hopefully all issues should, SHOULD be resolved by tomorrow

did you figure out what caused it?

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Not yet, I just opened the place, however I suspect it may be a little uh recklessness on my part :sweat_smile:

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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

image

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

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still broken :cold_face:

good news is the fade stuff works

Dangit!! No errors? Because it works completely fine on my end :frowning:

Where are you getting them from? Just take them directly from the animate script

This is the jump animation with the arms all extended out:

image

This is the one i used to use which was from the table:

The new ones are copied from the first image