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Animation Base LUA

The document defines functions for animating a humanoid model in Roblox. It waits for child parts to load, defines animation assets and configurations, plays animations on the humanoid by loading animation tracks and handling keyframe events, and contains functions for stopping/transitioning between animations. It also defines tool-specific animations that are handled separately from the main animation functions.

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glitcheddilly
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0% found this document useful (0 votes)
21 views10 pages

Animation Base LUA

The document defines functions for animating a humanoid model in Roblox. It waits for child parts to load, defines animation assets and configurations, plays animations on the humanoid by loading animation tracks and handling keyframe events, and contains functions for stopping/transitioning between animations. It also defines tool-specific animations that are handled separately from the main animation functions.

Uploaded by

glitcheddilly
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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function waitForChild(parent, childName)

local child = parent:findFirstChild(childName)


if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end

local Figure = script.Parent


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

local currentAnim = ""


local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local animTable = {}
local animNames = {
idle = {
{ id = "http://www.roblox.com/asset/?id=125750544", weight
= 9 },
{ id = "http://www.roblox.com/asset/?id=125750618", weight
= 1 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=125749145", 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=125750759", weight
= 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=125750800", weight
= 10 }
},
toolnone = {
{ id = "http://www.roblox.com/asset/?id=125750867", 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 }
},
dance = {
{ id = "http://www.roblox.com/asset/?id=130018893", weight
= 10 },
{ id = "http://www.roblox.com/asset/?id=132546839", weight
= 10 },
{ id = "http://www.roblox.com/asset/?id=132546884", weight
= 10 }
},
dance2 = {
{ id = "http://www.roblox.com/asset/?id=160934142", weight
= 10 },
{ id = "http://www.roblox.com/asset/?id=160934298", weight
= 10 },
{ id = "http://www.roblox.com/asset/?id=160934376", weight
= 10 }
},
dance3 = {
{ id = "http://www.roblox.com/asset/?id=160934458", weight
= 10 },
{ id = "http://www.roblox.com/asset/?id=160934530", weight
= 10 },
{ id = "http://www.roblox.com/asset/?id=160934593", weight
= 10 }
},
laugh = {
{ id = "http://www.roblox.com/asset/?id=129423131", weight
= 10 }
},
cheer = {
{ id = "http://www.roblox.com/asset/?id=129423030", 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 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 = script: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

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 = 0.3

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 = ""
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
-- print("Keyframe : ".. frameName)
local repeatAnim = stopAllAnimations()
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.0, Humanoid)
setAnimationSpeed(animSpeed)
end
end

-- Preload animations
function playAnimation(animName, transitionTime, humanoid)
local idleFromEmote = (animName == "idle" and emoteNames[currentAnim] ~= nil)
if (animName ~= currentAnim and not idleFromEmote) then

if (currentAnimTrack ~= nil) then


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

currentAnimSpeed = 1.0
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

-- load it to the humanoid; get AnimationTrack


currentAnimTrack = humanoid:LoadAnimation(anim)

-- play the animation


currentAnimTrack:Play(transitionTime)
currentAnim = animName

-- 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 currentToolAnimKeyframeHandler = nil

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

function playToolAnimation(animName, transitionTime, humanoid)


if (animName ~= toolAnimName) then

if (toolAnimTrack ~= nil) then


toolAnimTrack:Stop()
toolAnimTrack:Destroy()
transitionTime = 0
end

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

-- load it to the humanoid; get AnimationTrack


toolAnimTrack = humanoid:LoadAnimation(anim)

-- play the animation


toolAnimTrack:Play(transitionTime)
toolAnimName = animName

currentToolAnimKeyframeHandler =
toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
end
end

function stopToolAnimations()
local oldAnim = toolAnimName

if (currentToolAnimKeyframeHandler ~= nil) then


currentToolAnimKeyframeHandler:disconnect()
end

toolAnimName = ""
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)
pose = "Running"
else
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
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)
return
end

if (toolAnim == "Slash") then


playToolAnimation("toolslash", 0, Humanoid)
return
end

if (toolAnim == "Lunge") then


playToolAnimation("toollunge", 0, Humanoid)
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
stopAllAnimations()
moveSit()
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)
amplitude = 0.1
frequency = 1
setAngles = true
end

if (setAngles) then
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 then

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"
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)
-- main program

local runService = game:service("RunService");

-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"

while Figure.Parent~=nil do
local _, time = wait(0.1)
move(time)
end

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