In previous projects, I've used mathematical parametrisation of welds to achieve vivid client-side animations. This technique is processing intensive and cannot be replicated to other players well with filtering enabled.
The ROBLOX Animation Editor plugin functionality is insufficient - it doesn't provide enough flexibility and is cumbersome to work with.
I want to transform my dynamic CFrame animations into Animation Instance approximations by sampling their poses at regular intervals (key frames). The generation of such data is straightforward and not what I'm concerned with here.
Here's a quite informal Wiki article about KeyframeSequence animations.
Here's a quote from that article:
"Why does it have to be uploaded as an asset? Well, there's one definite reason: So that users can't make their own animations. "
The article seems old, and I hope that the restrictions may have changed by now.
Has anyone discovered a way to upload your own KeyframeSequences as animation assets?
After further investigation, I can answer my own question.
One can generate KeyframeSequence
instances by following the original article.
Such sequences can be used in two ways:
Select the KeyframeSequence
in the game hierarchy. Right click and select "Save Selection to ROBLOX".
Alternatively, you can use the animation without uploading it to ROBLOX.
To use your KeyframeSequence
in an Animation
instance, simply generate a new Animation
and generate an id value for the AnimationId
property like-so:
ksp = game.GetService'KeyframeSequenceProvider' newId = ksp:RegisterKeyframeSequence(yourSequence) yourAnimation.AnimationId = newId