local Character = script.
Parent
local LoadAnimation = require(game:GetService("ReplicatedStorage").Helpers["Load
Animation"])
local Humanoid: Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"
local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop")
end)
local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue
local userEmoteToRunThresholdChange do
local success, value = pcall(function()
return
UserSettings():IsUserFeatureEnabled("UserEmoteToRunThresholdChange")
end)
userEmoteToRunThresholdChange = success and value
end
local userPlayEmoteByIdAnimTrackReturn do
local success, value = pcall(function()
return
UserSettings():IsUserFeatureEnabled("UserPlayEmoteByIdAnimTrackReturn2")
end)
userPlayEmoteByIdAnimTrackReturn = success and value
end
local animateScriptEmoteHookFlagExists, animateScriptEmoteHookFlagEnabled =
pcall(function()
return UserSettings():IsUserFeatureEnabled("UserAnimateScriptEmoteHook")
end)
local FFlagAnimateScriptEmoteHook = animateScriptEmoteHookFlagExists and
animateScriptEmoteHookFlagEnabled
local FFlagUserFixLoadAnimationError do
local success, result = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserFixLoadAnimationError")
end)
FFlagUserFixLoadAnimationError = success and result
end
local AnimationSpeedDampeningObject =
script:FindFirstChild("ScaleDampeningPercent")
local HumanoidHipHeight = 2
local EMOTE_TRANSITION_TIME = 0.1
local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local runAnimTrack = nil
local runAnimKeyframeHandler = nil
local PreloadedAnims = {}
local animTable = {}
local animNames = {
idle = {
{ id = "rbxassetid://15306265141", weight = 1 },
},
walk = {
{ id = "http://www.roblox.com/asset/?id=10921261968", weight = 10 }
},
run = {
{ id = "http://www.roblox.com/asset/?id=10921261968", weight = 10 }
},
swim = {
{ id = "http://www.roblox.com/asset/?id=2510199791", weight = 10 }
},
swimidle = {
{ id = "http://www.roblox.com/asset/?id=913389285", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=2510197830", weight = 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=2510195892", weight = 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=507765644", weight = 10 }
},
sit = {
{ id = "http://www.roblox.com/asset/?id=2506281703", weight = 10 }
},
toolnone = {
{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 }
},
toolslash = {
{ id = "http://www.roblox.com/asset/?id=522635514", weight = 10 }
},
toollunge = {
{ id = "http://www.roblox.com/asset/?id=522638767", weight = 10 }
},
wave = {
{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 }
},
point = {
{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 }
},
dance = {
{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 }
},
dance2 = {
{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 }
},
dance3 = {
{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 }
},
laugh = {
{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 }
},
cheer = {
{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 }
},
}
-- Existance in this list signifies that it is an emote, the value indicates if it
is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true,
dance3 = true, laugh = false, cheer = false}
math.randomseed(tick())
function findExistingAnimationInSet(set, anim)
if set == nil or anim == nil then
return 0
end
for idx = 1, set.count, 1 do
if set[idx].anim.AnimationId == anim.AnimationId then
return idx
end
end
return 0
end
function configureAnimationSet(name, fileList)
if animTable[name] ~= nil then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
local allowCustomAnimations = true
local success, msg = pcall(function()
allowCustomAnimations =
game:GetService("StarterPlayer").AllowCustomAnimations
end)
if not success then
allowCustomAnimations = true
end
-- check for config values
local config = script:FindFirstChild(name)
if allowCustomAnimations and config ~= nil then
table.insert(animTable[name].connections,
config.ChildAdded:Connect(function(child) configureAnimationSet(name, fileList)
end))
table.insert(animTable[name].connections,
config.ChildRemoved:Connect(function(child) configureAnimationSet(name, fileList)
end))
local idx = 0
for _, childPart in pairs(config:GetChildren()) do
if childPart:IsA("Animation") then
local newWeight = 1
local weightObject = childPart:FindFirstChild("Weight")
if weightObject ~= nil then
newWeight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
idx = animTable[name].count
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
animTable[name][idx].weight = newWeight
animTable[name].totalWeight = animTable[name].totalWeight +
animTable[name][idx].weight
table.insert(animTable[name].connections,
childPart.Changed:Connect(function(property) configureAnimationSet(name, fileList)
end))
table.insert(animTable[name].connections,
childPart.ChildAdded:Connect(function(property) configureAnimationSet(name,
fileList) end))
table.insert(animTable[name].connections,
childPart.ChildRemoved:Connect(function(property) configureAnimationSet(name,
fileList) end))
end
end
end
-- fallback to defaults
if animTable[name].count <= 0 then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight +
anim.weight
end
end
-- preload anims
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
LoadAnimation(animType[idx].anim)
PreloadedAnims[animType[idx].anim.AnimationId] = true
end
end
end
end
-----------------------------------------------------------------------------------
-------------------------
function configureAnimationSetOld(name, fileList)
if animTable[name] ~= nil then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
local allowCustomAnimations = true
local success, msg = pcall(function()
allowCustomAnimations =
game:GetService("StarterPlayer").AllowCustomAnimations
end)
if not success then
allowCustomAnimations = true
end
-- check for config values
local config = script:FindFirstChild(name)
if allowCustomAnimations and config ~= nil then
table.insert(animTable[name].connections,
config.ChildAdded:Connect(function(child)
configureAnimationSet(name, fileList)
end))
table.insert(animTable[name].connections,
config.ChildRemoved:Connect(function(child)
configureAnimationSet(name, fileList)
end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if childPart:IsA("Animation") then
table.insert(animTable[name].connections,
childPart.Changed:Connect(function(property)
configureAnimationSet(name, fileList)
end))
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
local weightObject = childPart:FindFirstChild("Weight")
if weightObject == nil then
animTable[name][idx].weight = 1
else
animTable[name][idx].weight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight +
animTable[name][idx].weight
idx = idx + 1
end
end
end
-- fallback to defaults
if animTable[name].count <= 0 then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight +
anim.weight
-- print(name .. " [" .. idx .. "] " .. anim.id .. " (" ..
anim.weight .. ")")
end
end
-- preload anims
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
LoadAnimation(animType[idx].anim)
end
end
end
-- Setup animation objects
function scriptChildModified(child)
local fileList = animNames[child.Name]
if fileList ~= nil then
configureAnimationSet(child.Name, fileList)
end
end
script.ChildAdded:Connect(scriptChildModified)
script.ChildRemoved:Connect(scriptChildModified)
for name, fileList in pairs(animNames) do
configureAnimationSet(name, fileList)
end
-- ANIMATION
-- declarations
local toolAnim = "None"
local toolAnimTime = 0
local jumpAnimTime = 0
local jumpAnimDuration = 0.31
local toolTransitionTime = 0.1
local fallTransitionTime = 0.2
local currentlyPlayingEmote = false
-- functions
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then
oldAnim = "idle"
end
if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then
oldAnim = "idle"
currentlyPlayingEmote = false
end
currentAnim = ""
currentAnimInstance = nil
if currentAnimKeyframeHandler ~= nil then
currentAnimKeyframeHandler:Disconnect()
end
if currentAnimTrack ~= nil then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
-- clean up walk if there is one
if runAnimKeyframeHandler ~= nil then
runAnimKeyframeHandler:Disconnect()
end
if runAnimTrack ~= nil then
runAnimTrack:Stop()
runAnimTrack:Destroy()
runAnimTrack = nil
end
return oldAnim
end
function getHeightScale()
if Humanoid then
if not Humanoid.AutomaticScalingEnabled then
return 1
end
local scale = Humanoid.HipHeight / HumanoidHipHeight
if AnimationSpeedDampeningObject == nil then
AnimationSpeedDampeningObject =
script:FindFirstChild("ScaleDampeningPercent")
end
if AnimationSpeedDampeningObject ~= nil then
scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) *
AnimationSpeedDampeningObject.Value / HumanoidHipHeight
end
return scale
end
return 1
end
local function rootMotionCompensation(speed)
local speedScaled = speed * 1.25
local heightScale = getHeightScale()
local runSpeed = speedScaled / heightScale
return runSpeed
end
local smallButNotZero = 0.0001
local function setRunSpeed(speed)
local normalizedWalkSpeed = 0.5 -- established empirically using current
`11013817712` walk animation
local normalizedRunSpeed = 1
local runSpeed = rootMotionCompensation(speed)
local walkAnimationWeight = smallButNotZero
local runAnimationWeight = smallButNotZero
local walkAnimationTimewarp = runSpeed/normalizedWalkSpeed
local runAnimationTimerwarp = runSpeed/normalizedRunSpeed
if runSpeed <= normalizedWalkSpeed then
walkAnimationWeight = 1
elseif runSpeed < normalizedRunSpeed then
local fadeInRun = (runSpeed - normalizedWalkSpeed)/(normalizedRunSpeed
- normalizedWalkSpeed)
walkAnimationWeight = 1 - fadeInRun
runAnimationWeight = fadeInRun
walkAnimationTimewarp = 1
runAnimationTimerwarp = 1
else
runAnimationWeight = 1
end
currentAnimTrack:AdjustWeight(walkAnimationWeight)
runAnimTrack:AdjustWeight(runAnimationWeight)
currentAnimTrack:AdjustSpeed(walkAnimationTimewarp)
runAnimTrack:AdjustSpeed(runAnimationTimerwarp)
end
function setAnimationSpeed(speed)
if currentAnim == "walk" then
setRunSpeed(speed)
else
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
end
function keyFrameReachedFunc(frameName)
if frameName == "End" then
if currentAnim == "walk" then
if userNoUpdateOnLoop == true then
if runAnimTrack.Looped ~= true then
runAnimTrack.TimePosition = 0.0
end
if currentAnimTrack.Looped ~= true then
currentAnimTrack.TimePosition = 0.0
end
else
runAnimTrack.TimePosition = 0.0
currentAnimTrack.TimePosition = 0.0
end
else
local repeatAnim = currentAnim
-- return to idle if finishing an emote
if emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] ==
false then
repeatAnim = "idle"
end
if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then
if currentAnimTrack.Looped then
-- Allow the emote to loop
return
end
repeatAnim = "idle"
currentlyPlayingEmote = false
end
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.15, Humanoid)
setAnimationSpeed(animSpeed)
end
end
end
function rollAnimation(animName)
local roll = math.random(1, animTable[animName].totalWeight)
local idx = 1
while roll > animTable[animName][idx].weight do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
return idx
end
local function switchToAnim(anim, animName, transitionTime, humanoid)
-- switch animation
if anim ~= currentAnimInstance then
if currentAnimTrack ~= nil then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
if runAnimTrack ~= nil then
runAnimTrack:Stop(transitionTime)
runAnimTrack:Destroy()
if userNoUpdateOnLoop == true then
runAnimTrack = nil
end
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if currentAnimKeyframeHandler ~= nil then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler =
currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
-- check to see if we need to blend a walk/run animation
if animName == "walk" then
local runAnimName = "run"
local runIdx = rollAnimation(runAnimName)
runAnimTrack = LoadAnimation(animTable[runAnimName][runIdx].anim)
runAnimTrack.Priority = Enum.AnimationPriority.Core
runAnimTrack:Play(transitionTime)
if runAnimKeyframeHandler ~= nil then
runAnimKeyframeHandler:disconnect()
end
runAnimKeyframeHandler =
runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end
end
function playAnimation(animName, transitionTime, humanoid)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
switchToAnim(anim, animName, transitionTime, humanoid)
currentlyPlayingEmote = false
end
function playEmote(emoteAnim, transitionTime, humanoid)
switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid)
currentlyPlayingEmote = true
end
-----------------------------------------------------------------------------------
--------
-----------------------------------------------------------------------------------
--------
local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil
function toolKeyFrameReachedFunc(frameName)
if frameName == "End" then
playToolAnimation(toolAnimName, 0.0, Humanoid)
end
end
function playToolAnimation(animName, transitionTime, humanoid, priority)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
if toolAnimInstance ~= anim then
if toolAnimTrack ~= nil then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
transitionTime = 0
end
-- load it to the humanoid; get AnimationTrack
toolAnimTrack = LoadAnimation(anim)
if priority then
toolAnimTrack.Priority = priority
end
-- play the animation
toolAnimTrack:Play(transitionTime)
toolAnimName = animName
toolAnimInstance = anim
currentToolAnimKeyframeHandler =
toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
end
end
function stopToolAnimations()
local oldAnim = toolAnimName
if currentToolAnimKeyframeHandler ~= nil then
currentToolAnimKeyframeHandler:disconnect()
end
toolAnimName = ""
toolAnimInstance = nil
if toolAnimTrack ~= nil then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
toolAnimTrack = nil
end
return oldAnim
end
-----------------------------------------------------------------------------------
--------
-----------------------------------------------------------------------------------
--------
-- STATE CHANGE HANDLERS
function onRunning(speed)
local movedDuringEmote =
userEmoteToRunThresholdChange and currentlyPlayingEmote and
Humanoid.MoveDirection == Vector3.new(0, 0, 0)
local speedThreshold = movedDuringEmote and Humanoid.WalkSpeed or 0.75
if speed > speedThreshold then
local scale = 16.0
playAnimation("walk", 0.2, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Running"
else
if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
playAnimation("idle", 0.2, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
local scale = 5.0
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if jumpAnimTime <= 0 then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
-----------------------------------------------------------------------------------
--------
-----------------------------------------------------------------------------------
--------
function onSwimming(speed)
if speed > 1.00 then
local scale = 10.0
playAnimation("swim", 0.4, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Swimming"
else
playAnimation("swimidle", 0.4, Humanoid)
pose = "Standing"
end
end
function animateTool()
if toolAnim == "None" then
playToolAnimation("toolnone", toolTransitionTime, Humanoid,
Enum.AnimationPriority.Idle)
return
end
if toolAnim == "Slash" then
playToolAnimation("toolslash", 0, Humanoid,
Enum.AnimationPriority.Action)
return
end
if toolAnim == "Lunge" then
playToolAnimation("toollunge", 0, Humanoid,
Enum.AnimationPriority.Action)
return
end
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
local lastTick = 0
function stepAnimate(currentTime)
local amplitude = 1
local frequency = 1
local deltaTime = currentTime - lastTick
lastTick = currentTime
local climbFudge = 0
local setAngles = false
if jumpAnimTime > 0 then
jumpAnimTime = jumpAnimTime - deltaTime
end
if pose == "FreeFall" and jumpAnimTime <= 0 then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif pose == "Seated" then
playAnimation("sit", 0.5, Humanoid)
return
elseif pose == "Running" then
playAnimation("walk", 0.2, Humanoid)
elseif pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose
== "Seated" or pose == "PlatformStanding" then
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
-- Tool Animation handling
local tool = Character:FindFirstChildOfClass("Tool")
if tool and tool:FindFirstChild("Handle") then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = currentTime + .3
end
if currentTime > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 0
end
end
-- connect events
Humanoid.Died:Connect(onDied)
Humanoid.Running:Connect(onRunning)
Humanoid.Jumping:Connect(onJumping)
Humanoid.Climbing:Connect(onClimbing)
Humanoid.GettingUp:Connect(onGettingUp)
Humanoid.FreeFalling:Connect(onFreeFall)
Humanoid.FallingDown:Connect(onFallingDown)
Humanoid.Seated:Connect(onSeated)
Humanoid.PlatformStanding:Connect(onPlatformStanding)
Humanoid.Swimming:Connect(onSwimming)
-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:Connect(function(msg)
local emote = ""
if string.sub(msg, 1, 3) == "/e " then
emote = string.sub(msg, 4)
elseif string.sub(msg, 1, 7) == "/emote " then
emote = string.sub(msg, 8)
end
if pose == "Standing" and emoteNames[emote] ~= nil then
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
end
end)
-- emote bindable hook
if FFlagAnimateScriptEmoteHook then
local PlayEmote = script:WaitForChild("PlayEmote", 3)
if PlayEmote == nil then
PlayEmote = Instance.new("BindableFunction")
PlayEmote.Name = "PlayEmote"
PlayEmote.Parent = script
end
PlayEmote.OnInvoke = function(emote)
-- Only play emotes when idling
if pose ~= "Standing" then
return
end
if emoteNames[emote] ~= nil then
-- Default emotes
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
if userPlayEmoteByIdAnimTrackReturn then
return true, currentAnimTrack
else
return true
end
elseif typeof(emote) == "Instance" and emote:IsA("Animation") then
-- Non-default emotes
playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)
if userPlayEmoteByIdAnimTrackReturn then
return true, currentAnimTrack
else
return true
end
end
-- Return false to indicate that the emote could not be played
return false
end
end
if false then
-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
-- loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do
local _, currentGameTime = wait(0.1)
stepAnimate(currentGameTime)
end