Sure, I’ll do it when I finish the new version
I’ve been looking for something to specifically fix animations not updating in real-time when they’re changed at runtime.
I’d use this but I noticed things like the point / wave animations not playing when running the chat commands.
I’d love to use this if it was fully complete, hoping the new version fixes some of these things.
Update 1.1.4
– Created place for Better Animate (Uncopylocked), where you can test it
– Fixed chat commands not working
– Small fixes and code cleaning
– Code Optimization
Before:
After:
Does this script replicate the default animations that are overwritten? When using the default animation script, it’s inconsistently replicated.
Do you mean playing 2 animations at once (For example: old walk and new updated walk in real time)?
Answer: No.
This is impressive!
I like the playing animation backwards feature and the change animations in real time.
There are some Suggestions and Bugs I have for you.
Bugs:
- When jumping while moving backwards, Animation might play backwards and trigger the fall animation too early which messes up the look of it.
- If the humanoid is swimming backwards it bugs the animation out and loops it (Depends on animation)
- There are a lot of type checked code bugs that are present if “–!strict” is present
Suggestions
- Make a settings module to enable and disable extra features
- Use the base of the animate script I will provide for cleanliness and such
- Set animations on client and/or server for the benefits that come with it
Animate Script:
CustomAnimate.rbxm (8.6 KB)
Essentially, all it is is just a Animate script that relies on modules and a controller to be more clean and efficient.
Update 1.1.4.1
– Fixed reversed animations
– Removed --!strict
– Fixed emote animations randomly can stop playing
– Added settings sections (Image below)
– Removed folder creating when changing animation in real time
Hello, thanks for bug reports!
About your suggestions, its a good idea, but i currently have no plans for it.
I have an idea in my head about how this could work, and it’s a lot of work for me.
The example you showed is not very good in that all these modules are replicated when the character respawns