So I have two scripts such that when the player presses Q the punching animation runs. It works perfectly. However, the animation stops when the player moves. My friend mentioned something about an "Animation Track". If I need to run an animation track, can someone explain to me what it is and if not, can someone tell me how to run the animation even when the player is moving? Thanks in advance.
Make sure the priority is Action. Also, if it's a CFrame based animation, remove the "Animate" script, located inside the character.
Animations have four priorities:
Core (lowest priority)
Idle
Movement
Action (highest priority)
As it states, Movement is used for when you move, like walking, running, or jumping. Movement and the following are extremely important for giving your actor character. The way they move can significantly change the way people perceive their personalty. Even a small movement could go a long way.
Idle is used for when you're standing still, like expressions to make the character more lively, and of course, give it character. Typically, you shouldn't give a character one idle stance, as you should give it many. Like, if they're on hot ground, they jump from one foot to the other on their toes to keep away from it. ROBLOX partly accomplishes this with water.
Action is by far the least, but most important part of a character. Action is meant for things like kicks, punches, and all the combat-like stuff. You need to keep it similar to the way you designed your character to be. So, if your character is a kind person who doesn't really know how to fight, their punches should be weak and wouldn't have emphasis. Otherwise, their punches should be hard and fast. Action can also go a long way to define who you character is, but movement and idle animations really do the most in the development of a character.
Simple, really! Here's a few tips to get you by.
This is an AMAZING editor, and it's very helpful. In my opinion, they should replace the default roblox animator with this. More information about it is in the youtube video linked in the description of the plugin. This editor takes in consideration easing styles, spacing between keyframes, and automatic lerping. (Linear Interpolation, basically used to get from one point to another.) You can even set your own themes!
Press the numpad key labled "8", or click on it on the GUI shown at the right of the timeline. Then, where it says priority, click the right arrow or left arrows until you get the priority you want. Then, click "confirm." You can change more options if you are willing to.
This automatically creates keyframes for you! Click on a limb/part of a body and then move it. (You can also click the plus numpad key, or just click the gui.) Then, click a part of the timeline and then move another part, or the same. It doesn't matter! If you try to animate the same part on the exact same time of the timeline, it will edit the keyframe occupying it. And, whatever you do,
This will break the animation and you'll have to transfer it to another R15/R6 dummy. If it's severe enough, you'll have to restart the whole animation. And, that really sucks. Just remove the keyframes by pressing the minus key/button.
Alright, so you have your animation, but the keyframes are blue and.. nasty.. So, you want to change it? Click on the keyframe (not click and drag), and press the 7 button on your keypad, or on the gui.
Then, a little box pops up, with a graph and the easing styles and directions. In most situations, I use Cubic In/Out.
The graph also shows how it would look in a more.. nerdy way.
Linear is a diagonal line from start to finish (top to bottom),
Constant is a straight line from left to right,
Elastic goes before the starting point, and then shoots to the ending point,
Cubic smoothly rises to the ending point, and Bounce rises up and down gradually until it reaches the ending point.
Experiment with the directions because at the moment, I have no idea how to explain them.
Once you're finished with your animation, press the 5 numpad key, or the button in the middle of the gui. Then, it'll automatically create a KeyframeSequence that you can upload to roblox. Then, when you upload it, you can use your behemoth into the game by using inserting an Animation anywhere, then calling loadanimation, like so.
Animation=MyHumanoid:LoadAnimation(GlobalAnimation) --GlobalAnimation being the animation you placed into said location Animation:Play()
If the animation is buggy, it's not the animators fault or your fault. Roblox always does this, even with it's provided editor.
Hope this helped. Took a good 15 minutes to write so.. If it helps, set this as the answer. Please. :^)