Wait, so in theory with this plugin I could make an animation using Motor6Ds, export it as a script, and then simply just play the animation via, say, a function???
If that’s the case… I’ll need to find ways to make that robux to buy this thing.
Wait, so in theory with this plugin I could make an animation using Motor6Ds, export it as a script, and then simply just play the animation via, say, a function???
If that’s the case… I’ll need to find ways to make that robux to buy this thing.
The problem is not with firing custom signals, but with connections to Roblox instances itself (Selection.SelectionChanged, Button.MouseButton1Down). I can’t really change how these signals work. I’ll try to find a workaround for sure in the future.
ok finally went through this entire thing, it cannot animate motors.
…well at least i got something to do my UI animations with
Hey! I’m super sorry it did not fit your workflow.
There is a rig alternative where you can parent base parts to each other and adjusting the pivot points to simulator actual rigs.
Motor6Ds do not work because of how the animation player is designed. Unlike traditional rigged animations, where motors are used to transform parts cframe only, the Visulie player does it on a per-property basis. This allows for much more control over an instance as well as opening doors to animate other properties (obviously, with the tradeoff being that motors no longer work).
So, would this work to make a door opening anim or UI anims instead of having to code it?
Yes, you can do both of those things.
Well, i hate to break it to you but you sir, created the best roblox resource of all history. I hope you can emotionally recover.
I bought the plugin, just to realize that they dont support mesh parts. Only animating normal parts. Can you please add MeshPart support?
Mesh part support is planned. However, they are difficult to efficiently implement. Mesh parts cannot be instantiated during runtime, which makes it contradictory to the use of the plugin (instantiating effects and animations during runtime).
I’ve already made feature requests and also contemplated some workarounds to streamline mesh part support:
Ok, thanks for the update
I love this plugin because it works perfectly with a class system i created for my game. It also allows me to run the animations entirely client side with ease, without having to instantiate the parts on the server. I would love to integrate it into some of my existing NPCs, but they all use mesh parts xD
I will keep an eye out for updates.
Is it possible for it to just reference an existing rig, instead of instantiating entirely new parts?
Also, if this was open source, i could make a patch for it myself. Is there anywhere i can view the source to it? (Im new to the extension, sorry if this is a noob question.)
Referencing an existing rig isn’t a feature within the plugin yet. This is a great recommendation and I’d definitely implement it in the near future (once updates resume).
You can view the plugin source by dragging the plugin .rbxm file from your files to studio. You can edit the plugin as much as you’d like as long as you don’t distribute the source code!
Sorry for the late reply again, but lately I’ve been having crashing issues that get caused randomly while the plugin is active and changes are being made. The window will freeze for a moment and then force close itself, any ideas on what could be causing it?
Also I wanted to show a bit of what was made with this really amazing plugin, animatable properties really goes a long way…
Hey, glad you’re making good use of the plugin!
Can you show me a video or reproduction steps that cause the issue? Thanks.
How good is Visulie in terms of performance? Does it have better performance than using normal humanoids with animators? I’m asking for the use case of thousands of NPCs.
Is this game based on those key weapons in black magic?
I’ve tested it with hundreds of simple rigs and there wasn’t much of a performance dip. However, when you’re talking about the performance in comparison to the Roblox animations, I would say the default animation instance Roblox uses is more performant (without a humanoid).
The biggest probable reason for my conclusion is simply that the Roblox animation doesn’t do as much. While Visule allows for animation of all applicable instances and their respective properties, the Roblox animator only animates Motor6Ds. Roblox is also able to make backend optimizations that I cannot achieve using just Luau.
However, if you’re using a humanoid, I would actually say Visulie would be more performant as humanoids are resource intensive instances that drag down your performance much more than just an animation does.
This plugin is honestly a hidden gem that NEEDS to be more well known! The only features that I would REALLY want added is the ability to close the animation editor without saving because it clutters up a lot and also the ability to prevent unneeded keyframes from being added if you just select a object and drag the timeline, however, other than that, the plugin is very easy to use and powerful.
Thanks for the feedback!
This is because of how the plugin was coded (unfortunately, it’s a little spaghetti ).
To remedy this, you should set workspace.SignalBehavior
to Immediate
.
I’m currently working on a revision that should fix a lot of these problems (as well as present some new features and improvements!). Unfortunately, there’s no planned release date. I’m working on it whenever I can. I have a lot of other responsibilities so that time is pretty limited.
Awesome to hear! I’ll be looking out for any updates to the plugin.