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The document is a Lua script for animating a character in Roblox, detailing various animations such as walking, jumping, and dancing. It includes functions to configure animation sets, play animations based on character states, and handle tool animations. The script also manages keyframe events and animation transitions to ensure smooth character movements during gameplay.

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dincemirata
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0% found this document useful (0 votes)
31 views10 pages

Source

The document is a Lua script for animating a character in Roblox, detailing various animations such as walking, jumping, and dancing. It includes functions to configure animation sets, play animations based on character states, and handle tool animations. The script also manages keyframe events and animation transitions to ensure smooth character movements during gameplay.

Uploaded by

dincemirata
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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rig = game:GetService("Players").LocalPlayer.Character.

Dummy

local Figure = rig.Animate.Parent


local Torso = Figure:WaitForChild("Torso")
local RightShoulder = Torso:WaitForChild("Right Shoulder")
local LeftShoulder = Torso:WaitForChild("Left Shoulder")
local RightHip = Torso:WaitForChild("Right Hip")
local LeftHip = Torso:WaitForChild("Left Hip")
local Neck = Torso:WaitForChild("Neck")
local Humanoid = Figure:WaitForChild("Humanoid")
local pose = "Standing"

local currentAnim = ""


local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local animTable = {}
local animNames = {
idle = {
{ id = "http://www.roblox.com/asset/?id=180435571", weight
= 9 },
{ id = "http://www.roblox.com/asset/?id=180435792", weight
= 1 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=180426354", weight
= 10 }
},
run = {
{ id = "run.xml", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=125750702", weight
= 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=180436148", weight
= 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=180436334", weight
= 10 }
},
sit = {
{ id = "http://www.roblox.com/asset/?id=178130996", weight
= 10 }
},
toolnone = {
{ id = "http://www.roblox.com/asset/?id=182393478", weight
= 10 }
},
toolslash = {
{ id = "http://www.roblox.com/asset/?id=129967390", weight
= 10 }
-- { id = "slash.xml", weight = 10 }
},
toollunge = {
{ id = "http://www.roblox.com/asset/?id=129967478", weight
= 10 }
},
wave = {
{ id = "http://www.roblox.com/asset/?id=128777973", weight
= 10 }
},
point = {
{ id = "http://www.roblox.com/asset/?id=128853357", weight
= 10 }
},
dance1 = {
{ id = "http://www.roblox.com/asset/?id=182435998", weight
= 10 },
{ id = "http://www.roblox.com/asset/?id=182491037", weight
= 10 },
{ id = "http://www.roblox.com/asset/?id=182491065", weight
= 10 }
},
dance2 = {
{ id = "http://www.roblox.com/asset/?id=182436842", weight
= 10 },
{ id = "http://www.roblox.com/asset/?id=182491248", weight
= 10 },
{ id = "http://www.roblox.com/asset/?id=182491277", weight
= 10 }
},
dance3 = {
{ id = "http://www.roblox.com/asset/?id=182436935", weight
= 10 },
{ id = "http://www.roblox.com/asset/?id=182491368", weight
= 10 },
{ id = "http://www.roblox.com/asset/?id=182491423", weight
= 10 }
},
laugh = {
{ id = "http://www.roblox.com/asset/?id=129423131", weight
= 10 }
},
cheer = {
{ id = "http://www.roblox.com/asset/?id=129423030", weight
= 10 }
},
}
local dances = {"dance1", "dance2", "dance3"}

-- 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, dance1 = true, dance2 = true,
dance3 = true, laugh = false, cheer = false}

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 = {}

-- check for config values


local config = rig.Animate:FindFirstChild(name)
if (config ~= nil) then
-- print("Loading anims " .. name)
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
-- print(name .. " [" .. idx .. "] " .. animTable[name]
[idx].anim.AnimationId .. " (" .. 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
end

-- Setup animation objects


function scriptChildModified(child)
local fileList = animNames[child.Name]
if (fileList ~= nil) then
configureAnimationSet(child.Name, fileList)
end
end

rig.Animate.ChildAdded:connect(scriptChildModified)
rig.Animate.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 = 0.3

local toolTransitionTime = 0.1


local fallTransitionTime = 0.3
local jumpMaxLimbVelocity = 0.75

-- 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

currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end

if (currentAnimTrack ~= nil) then


currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
return oldAnim
end

function setAnimationSpeed(speed)
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end

function keyFrameReachedFunc(frameName)
if (frameName == "End") then

local repeatAnim = currentAnim


-- return to idle if finishing an emote
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false)
then
repeatAnim = "idle"
end

local animSpeed = currentAnimSpeed


playAnimation(repeatAnim, 0.0, Humanoid)
setAnimationSpeed(animSpeed)
end
end

-- Preload animations
function playAnimation(animName, transitionTime, humanoid)

local roll = math.random(1, animTable[animName].totalWeight)


local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim

-- switch animation
if (anim ~= currentAnimInstance) then

if (currentAnimTrack ~= nil) then


currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end

currentAnimSpeed = 1.0

-- load it to the humanoid; get AnimationTrack


currentAnimTrack = humanoid: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)

end

end

-----------------------------------------------------------------------------------
--------
-----------------------------------------------------------------------------------
--------
local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil

function toolKeyFrameReachedFunc(frameName)
if (frameName == "End") then
-- print("Keyframe : ".. frameName)
playToolAnimation(toolAnimName, 0.0, Humanoid)
end
end

function playToolAnimation(animName, transitionTime, humanoid, priority)

local roll = math.random(1, animTable[animName].totalWeight)


local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
-- print(animName .. " * " .. idx .. " [" .. origRoll .. "]")
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 = humanoid: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

-----------------------------------------------------------------------------------
--------
-----------------------------------------------------------------------------------
--------

function onRunning(speed)
if speed > 0.01 then
playAnimation("walk", 0.1, Humanoid)
if currentAnimInstance and currentAnimInstance.AnimationId ==
"http://www.roblox.com/asset/?id=180426354" then
setAnimationSpeed(speed / 14.5)
end
pose = "Running"
else
if emoteNames[currentAnim] == nil then
playAnimation("idle", 0.1, 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)
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / 12.0)
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 > 0 then
pose = "Running"
else
pose = "Standing"
end
end

function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then return kid end
end
return nil
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

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 moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end

local lastTick = 0

function move(time)
local amplitude = 1
local frequency = 1
local deltaTime = time - lastTick
lastTick = time

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", 0.1, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or
pose == "Seated" or pose == "PlatformStanding") then
-- print("Wha " .. pose)
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end

if (setAngles) then
local desiredAngle = amplitude * math.sin(time * frequency)

RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
RightHip:SetDesiredAngle(-desiredAngle)
LeftHip:SetDesiredAngle(-desiredAngle)
end

-- Tool Animation handling


local tool = getTool()
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 = time + .3
end
if time > 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 msg == "/e dance" then
emote = dances[math.random(1, #dances)]
elseif (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, 0.1, Humanoid)
end

end)

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