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

Package Version 61:

  • Changed the default animation structure to include a Emotes and Animations table for R6 and R15 each instead of a seperate EmoteAnims module, this also adds a second specifier parameter to SimpleAnimate.getCopyOfAnimsList() which requires you to specify to copy the animations or the emotes

  • Added SimpleAnimate.getAnimPackageAsync(...) and SimpleAnimate.getEmotePackageAsync(...) which can be used like this:


    This fetches the animations (core and emotes respectively) that the user owns and retrieves the new list with the new animations.

    The RemoteFunctions associated with these async functions have a player request cooldown of 10 seconds (to prevent exploiters from spamming them), but you can adjust them (by setting the REQUEST_COOLDOWN variable) for each async function inside these handlers:
    image

  • Added Connections:SetSwimThreshold() and Connections:SetSwimIdleSpeed()

WIP:

  • Make the new async functions accessible on both server and client (currently only works on client)

The new update is available on the latest package version (61+) and the marketplace

Nice,
How about a testing sample .rbxl or editable testing place.

1 Like

Sure, I’ll make that real quick

1 Like

Package Version 62:

  • Made it so that SimpleAnimate.getAnimPackageAsync(...) and SimpleAnimate.getEmotePackageAsync(...) now require you to pass the player as the first parameter (in order for it to work properly on the server)
    If you call it from the client just pass it as nil

  • Added an AsyncRequestCooldown attribute to the module which determines the cooldown for a player requesting anim and emote packages

  • Appended a playground (test) place to the main post

The new update is available on the latest package version (62+) and the marketplace

Nice playground.

The emotes do not work tho

Wdym? Like, in the emote wheel?

yes, the wheel comes up, but if u click on any of them none of them play

Yeah unfortunately I don’t think that’s something I can fix soon, it’s a really obscure thing

oh, ok… I thought you had custom emotes also…

1 Like

I mean I have them loaded, just can’t use em yet :V

what about that other thingy, emoji or whatever that thing is where you can have icon emoji pop up …

I don’t know what you’re talking about unfortunately, if you mean chat emotes those do work

Package Version 66:

  • Added different cooldowns for requesting animation and emote packages

  • Fixed module trying to call server function even though it’s client-sided by replacing an and or expression with if then else

  • Added Connections:SetIdleSpeed() to match Connections:SetSwimIdleSpeed()

Honestly if people wanna change the speed of an animation let them do it the built in way, next thing you know you’ll have to add this for actions and itll be a mess

I do still think the pause idea is a good idea for some situations though, for example

if contextaction == begin then
    Anim:Pause()
elseif contextaction == end then
    if not anim.ispaused then return end
    Anim:Play()
end

best example i could think of but wtv (im on phone)

The only reason i added this is because if I use the speed parameter of Humanoid.Running as the speed for the idle animation, it’ll be 0 so it won’t run :V, the animation speed iirc is actually scaled by this so maybe I’ll change that to use the builtin method of having the .speed member in the animation infos instead

1 Like

Isn’t pause essentially just Stop() without resetting the TimePosition? I don’t think this 1 feature warrants creating an AnimationTrack wrapper :WHYYYYYY:

1 Like

Yeah basically just changing the speed to 0 until play is called :l

This is what I meant, would be cool to be able to add custom emotes…

Unfortunately I can’t really do this as the EmotesBar module uses the HumanoidDescription which as far as i know i can’t modify :V

Also, I just realised HumanoidDescription:GetEmotes() exists and a whole buncha other emote related stuff so I don’t even need to retrieve emotes asynchronously :skull_and_crossbones:

umm, what does the last sentence mean?