How To Create Animations In Roblox
Animations truly bring a game to life. From easily-accessible character animations in the catalog to detailed animations built with the Articles/using animation editor|Animation Editor
, Roblox offers a variety of powerful animation options.
Changing Default Animations
By default, Roblox player characters include common animations like running, climbing, swimming, and jumping. However, these animations are not locked in place — if desired, you can replace them with catalog animations or even load in your own Articles/using animation editor|custom animations
.
To change a default character animation, you'll first need to locate the desired animation's asset ID.
Catalog Animations
To use a catalog animation, locate its asset ID as outlined on the articles/catalog animations|Catalog Animations
reference page.
Custom Animations
To use a custom animation built with the Articles/using animation editor|Animation Editor
, locate its asset ID as follows:
- Click the
button in the upper-left section of the Animation Editor window.
- Select Export from the context menu.
- Decide whether to create a new animation or overwrite an existing one.
- Once the upload is complete, copy the asset ID by clicking the "copy" button in the export window.
Changing a Default Animation
Once you have a valid animation asset ID, you can easily replace any of the default Roblox character animations:
- Insert a
Script
into ServerScriptService containing the following code:
- Starting on line 11, replace the desired default animation(s) by resetting the Animate script's
Animation/AnimationId|AnimationId
values to the corresponding asset ID.
The following reference chart lists the default animations which can be replaced, for instance animateScript.idle.Animation1.AnimationId
.
Character Action | Animate Script References |
---|---|
Cheer | animateScript.cheer.CheerAnim.AnimationId |
Climb | animateScript.climb.ClimbAnim.AnimationId |
Dance | animateScript.dance.Animation1.AnimationId animateScript.dance.Animation2.AnimationId animateScript.dance.Animation3.AnimationId animateScript.dance2.Animation1.AnimationId animateScript.dance2.Animation2.AnimationId animateScript.dance2.Animation3.AnimationId animateScript.dance3.Animation1.AnimationId animateScript.dance3.Animation2.AnimationId animateScript.dance3.Animation3.AnimationId |
Fall | animateScript.fall.FallAnim.AnimationId |
Idle | animateScript.idle.Animation1.AnimationId animateScript.idle.Animation2.AnimationId |
Jump | animateScript.jump.JumpAnim.AnimationId |
Laugh | animateScript.laugh.LaughAnim.AnimationId |
Point | animateScript.point.PointAnim.AnimationId |
Run | animateScript.run.RunAnim.AnimationId |
Sit | animateScript.sit.SitAnim.AnimationId |
Swim | animateScript.swim.Swim.AnimationId animateScript.swimidle.SwimIdle.AnimationId |
Tools | animateScript.toollunge.ToolLungeAnim.AnimationId animateScript.toolnone.ToolNoneAnim.AnimationId animateScript.toolslash.ToolSlashAnim.AnimationId |
Walk | animateScript.walk.WalkAnim.AnimationId |
Wave | animateScript.wave.WaveAnim.AnimationId |
Using Animation Weight
Multiple animations may be used for the same action — note, for instance, that there are two default "idle" animations. When multiple animations exist for a character state, the Animate script will randomly choose which one to play, although the outcome can be influenced by changing the animation's Weight value.
When assigning weight values, the probability of an animation being chosen is:
In the script below, this means that Animation1
will play ⅓ of the time the character is idle, while Animation2
will play ⅔ of the time.
Playing Animations Directly
In some cases you'll need to play an animation directly from inside a script, for instance when the player presses a certain key, picks up a special item, etc.
Humanoids
To play an animation on a rig containing a Humanoid
object, such as typical player characters, load the animation via Animator/LoadAnimation|Animator:LoadAnimation()
. Consider the following LocalScript
which may be placed in StarterPlayerScripts
:
This code waits for the local player's Animator
object to load, then it creates a new Animation
instance with the proper Animation/AnimationId|AnimationId
. The animation is then loaded onto the Animator
, creating an AnimationTrack
, and the track is played with AnimationTrack/Play|AnimationTrack:Play()
. This script also utilizes the AnimationTrack/GetMarkerReachedSignal|GetMarkerReachedSignal()
function to detect when a specific articles/using animation editor#animation-events|animation event
occurs.
Non-Humanoids
Playing animations on rigs that do not contain a Humanoid
must be done by creating an AnimationController
with a child Animator
. Consider this simple Script
which is assumed to be a direct child of the rig:
How To Create Animations In Roblox
Source: https://developer.roblox.com/en-us/articles/using-animations-in-games
Posted by: alstonorwits.blogspot.com
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