In the animation editor, I made a position for a leg that I want to CFrame in my line of code. My question is: Is it possible to take the saved animation from the value that was left behind?
The value left behind was this:
resetAnimation() animationLength = 2 updateTimeLabels() loopAnimation = false animationPriority = "Action" local keyframe = nil local part = nil local pose = nil keyframe = createKeyframe(0) keyframe.Name = "Keyframe" part = partListByName["Torso"] pose = initializePose(keyframe, part.Item) pose.CFrame = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1) part = partListByName["Head"] pose = initializePose(keyframe, part.Item) pose.CFrame = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1) part = partListByName["Right Leg"] pose = initializePose(keyframe, part.Item) pose.CFrame = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1) part = partListByName["Left Arm"] pose = initializePose(keyframe, part.Item) pose.CFrame = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1) part = partListByName["Right Arm"] pose = initializePose(keyframe, part.Item) pose.CFrame = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1) part = partListByName["Left Leg"] pose = initializePose(keyframe, part.Item) pose.CFrame = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1) keyframe = createKeyframe(0.4) keyframe.Name = "Keyframe" part = partListByName["Right Leg"] pose = initializePose(keyframe, part.Item) pose.CFrame = CFrame.new(-0.31019133329391, 0.060307424515486, 0.28323397040367, 0.64278727769852, 0.26200270652771, -0.71984654664993, 0, 0.93969255685806, 0.34202009439468, 0.76604473590851, -0.21984618902206, 0.60402250289917) partInclude["Left Leg"] = true partInclude["Right Leg"] = true partInclude["Left Arm"] = true partInclude["Head"] = true partInclude["Torso"] = true partInclude["HumanoidRootPart"] = true partInclude["Right Arm"] = true cursorTime = 0 updatePartInclude() updateCursorPosition() nudgeView() updateLoopButton() updatePriorityLabel()
Look for the "AnimSaves"model (doesn't have to be exactly "AnimSaves", but it needs to have "Anim" in it) in the model that you're animating. In that model, there is an animation called "TestAnim." That's the value of the animation, and it can be played.
EDIT: The way you get the correct animation in "TestAnim" is by playing the animation in the editor.