#NEED HELP -- I AM TRYING TO MAKE A ANIMATION FOR ALL MODELES

1 messages · Page 1 of 1 (latest)

paper flume
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could you provide a reference? i don't play "steal a fish" 😮‍💨

snow bear
#

ok

paper flume
# snow bear <@1125445347188154458>

if all your "fishes" are single-meshes or similar-meshes you could add an animationcontroller & a primary part to animate them.

just remember to make sure all of them are called the same & have the same amount of parts to minimize errors

#

if you don't want to use the animation editor then i'd recommend experimenting with tweening and random numbers to make that sort of wiggly effect

snow bear
paper flume
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it would make your scripting-life a hell of a lot easier

snow bear
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what about the mutations

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I think I will just have to animate them myself, thanks for the help
I have a sheet all I got to do is add the animation and it does it, but just didnt want to do that because I thought it would be eaiser to automate it
["Turtle"] = {
Price = "$1500000000",
CashPerSec = "80000/s",
Rarity = "Common",
MutationpartsColor1 = {1,2,4,6,7},
MutationpartsColor2 = {3,5},
RunningAnimationId = "rbxassetid://125631578634562",
JumpID = "rbxassetid://129193464313844",
AiVoice = "rbxassetid://128653645230866",
JumpSpeed = 1,
RunSpeed = 0.5
},
["Frog"] = {
Price = "$1500000000",
CashPerSec = "80000/s",
Rarity = "Common",
MutationpartsColor1 = {1,2,3,4,5,6,10,7,9},
MutationpartsColor2 = {11,12,13,8},
RunningAnimationId = "rbxassetid://125909466571873",
JumpID = "rbxassetid://101033784818318",
AiVoice = "rbxassetid://128439483680320",
JumpSpeed = 1,
RunSpeed = 0.5
}

paper flume
snow bear
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@paper flume Actually there is one more thing I want to ask, I have a script that already autmocially makes them bounce but it does it by cframe which prevenets it me from using moveto

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you got any ideas around that?

paper flume
snow bear
paper flume
snow bear
#

local TweenService = game:GetService("TweenService")
local model = script.Parent
local hrp = model:WaitForChild("HumanoidRootPart")
local Goal = script.Parent.Goal
local Bought = script.Parent.Bought

local bounceHeight = 5
local bounceTime = 0.4
local moveTime = 1

local function moveAndBounce(targetPos)
local startPos = hrp.Position
local endPos = targetPos

local t = 0
while (hrp.Position - endPos).Magnitude > 1 and Bought.Value == false do
    
    t = math.clamp(t + 0.03, 0, 1)
    local newPos = startPos:Lerp(endPos, t)

    local bounceOffset = math.sin(t * math.pi * 2) * bounceHeight
    hrp.Position = Vector3.new(newPos.X, newPos.Y + bounceOffset, newPos.Z)
    wait(0.03)
end

end

Goal.Changed:Connect(function()
coroutine.wrap(function()
moveAndBounce(Goal.Value.Position)
end)()
end)

paper flume
# snow bear What if I instead make a animation for each amount of parts would that work?

yes, but to an extent.

say for instance you make an R6 animation, that'll have 6 limbs, so six individual parts
now if you run that on a rig that has 7 limbs, it wont animate the 7th limb. only the first 6.

so say you have fish1

fish1:
part1
part2
part3

and then

fish2:
part1
part2
part3
part4

if you run fish1's animation on fish2 it'll only animate 1, 2, & 3.

#

you also need to make sure the part names are the exact same!

snow bear
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I did this but Since the parts are in different locations they rotate werid

paper flume
snow bear
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I rig them all to the humanoidrootpart

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Is that why

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@paper flume

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Should I rig them to each other?

paper flume
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that way you could have it work on any model

snow bear
paper flume