#Gear Animation
1 messages · Page 1 of 1 (latest)
Are yoiu using the animate script in character to add your custom animations?
yeah
what type of custom animations are you running and what animations are you trying to run for the tommy gun
when you export the animation, you gotta make sure it is set to action to igve it a higher priority when playing
this is the script im running for the custom animations:
local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
-- Use Animator
local animator = humanoid:FindFirstChildOfClass("Animator") or Instance.new("Animator", humanoid)
local animationIds = {
Idle = "rbxassetid://118263013079828",
Walk = "rbxassetid://79319074076323",
Run = "rbxassetid://507767714",
Jump = "rbxassetid://72283894851544",
Fall = "rbxassetid://130535120072397",
Climb = "rbxassetid://108757064184974",
Swim = "rbxassetid://507784897",
DoubleJump = "rbxassetid://99070131460526",
}
local animateScript = character:FindFirstChild("Animate")
if animateScript then
animateScript:Destroy()
end
local animations, loadedAnimations = {}, {}
for name, assetId in pairs(animationIds) do
local anim = Instance.new("Animation")
anim.Name = name
anim.AnimationId = assetId
animations[name] = anim
end
local function playAnimation(name)
-- stop others
for animName, track in pairs(loadedAnimations) do
if animName ~= name and track.IsPlaying then
track:Stop()
end
end
-- play new
if animations[name] then
if not loadedAnimations[name] then
loadedAnimations[name] = animator:LoadAnimation(animations[name])
end
local track = loadedAnimations[name]
if not track.IsPlaying then
track:Play()
end
end
end
-- state changes
humanoid.StateChanged:Connect(function(_, state)
if state == Enum.HumanoidStateType.Jumping then
playAnimation("Jump")
elseif state == Enum.HumanoidStateType.Freefall then
playAnimation("Fall")
elseif state == Enum.HumanoidStateType.Climbing then
playAnimation("Climb")
elseif state == Enum.HumanoidStateType.Swimming then
playAnimation("Swim")
elseif state == Enum.HumanoidStateType.Seated or state == Enum.HumanoidStateType.Landed then
playAnimation("Idle")
end
end)
-- movement
humanoid.Running:Connect(function(speed)
if speed > 0 then
playAnimation("Walk")
else
playAnimation("Idle")
end
end)
-- double jump
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local DoubleJumpEvent = ReplicatedStorage:FindFirstChild("DoubleJumpEvent")
if DoubleJumpEvent then
DoubleJumpEvent.OnClientEvent:Connect(function()
playAnimation("DoubleJump")
end)
end
-- start idle
playAnimation("Idle")
as for the Tommy Gun i exported it through the gears shop
like from the toolbox?
I'm guessing you didn't make the animations so that could be why, they might've set the priority to something lower than your custom animations
you can use animation spoofer
to grab the animation then edit it and set the priority to action
then export and use that new publisehd animation
yeah
yeah use animation spoofer
https://create.roblox.com/store/asset/2537608092/Animation-Spoofer-V2-Update
then edit the animation
ty!
no problem