rig = game:GetService("Players").[Link].
Dummy
local Figure = [Link]
local Torso = Figure:WaitForChild("Torso")
local RightShoulder = Torso:WaitForChild("Right Shoulder")
local LeftShoulder = Torso:WaitForChild("Left Shoulder")
local RightHip = Torso:WaitForChild("Right Hip")
local LeftHip = Torso:WaitForChild("Left Hip")
local Neck = Torso:WaitForChild("Neck")
local Humanoid = Figure:WaitForChild("Humanoid")
local pose = "Standing"
local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local animTable = {}
local animNames = {
idle = {
{ id = "[Link] weight
= 9 },
{ id = "[Link] weight
= 1 }
},
walk = {
{ id = "[Link] weight
= 10 }
},
run = {
{ id = "[Link]", weight = 10 }
},
jump = {
{ id = "[Link] weight
= 10 }
},
fall = {
{ id = "[Link] weight
= 10 }
},
climb = {
{ id = "[Link] weight
= 10 }
},
sit = {
{ id = "[Link] weight
= 10 }
},
toolnone = {
{ id = "[Link] weight
= 10 }
},
toolslash = {
{ id = "[Link] weight
= 10 }
-- { id = "[Link]", weight = 10 }
},
toollunge = {
{ id = "[Link] weight
= 10 }
},
wave = {
{ id = "[Link] weight
= 10 }
},
point = {
{ id = "[Link] weight
= 10 }
},
dance1 = {
{ id = "[Link] weight
= 10 },
{ id = "[Link] weight
= 10 },
{ id = "[Link] weight
= 10 }
},
dance2 = {
{ id = "[Link] weight
= 10 },
{ id = "[Link] weight
= 10 },
{ id = "[Link] weight
= 10 }
},
dance3 = {
{ id = "[Link] weight
= 10 },
{ id = "[Link] weight
= 10 },
{ id = "[Link] weight
= 10 }
},
laugh = {
{ id = "[Link] weight
= 10 }
},
cheer = {
{ id = "[Link] weight
= 10 }
},
}
local dances = {"dance1", "dance2", "dance3"}
-- 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, dance1 = true, dance2 = true,
dance3 = true, laugh = false, cheer = false}
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 = [Link]:FindFirstChild(name)
if (config ~= nil) then
-- print("Loading anims " .. name)
[Link](animTable[name].connections,
[Link]:connect(function(child) configureAnimationSet(name, fileList)
end))
[Link](animTable[name].connections,
[Link]:connect(function(child) configureAnimationSet(name, fileList)
end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
[Link](animTable[name].connections,
[Link]: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 = [Link]
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight +
animTable[name][idx].weight
-- print(name .. " [" .. idx .. "] " .. animTable[name]
[idx].[Link] .. " (" .. 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 = [Link]("Animation")
animTable[name][idx].[Link] = name
animTable[name][idx].[Link] = [Link]
animTable[name][idx].weight = [Link]
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight +
[Link]
-- print(name .. " [" .. idx .. "] " .. [Link] .. " (" ..
[Link] .. ")")
end
end
end
-- Setup animation objects
function scriptChildModified(child)
local fileList = animNames[[Link]]
if (fileList ~= nil) then
configureAnimationSet([Link], fileList)
end
end
[Link]:connect(scriptChildModified)
[Link]: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 = ""
currentAnimInstance = nil
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
local repeatAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false)
then
repeatAnim = "idle"
end
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.0, Humanoid)
setAnimationSpeed(animSpeed)
end
end
-- Preload animations
function playAnimation(animName, transitionTime, humanoid)
local roll = [Link](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
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
[Link] = [Link]
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler =
[Link]:connect(keyFrameReachedFunc)
end
end
-----------------------------------------------------------------------------------
--------
-----------------------------------------------------------------------------------
--------
local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil
function toolKeyFrameReachedFunc(frameName)
if (frameName == "End") then
-- print("Keyframe : ".. frameName)
playToolAnimation(toolAnimName, 0.0, Humanoid)
end
end
function playToolAnimation(animName, transitionTime, humanoid, priority)
local roll = [Link](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
if (toolAnimInstance ~= anim) then
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
transitionTime = 0
end
-- load it to the humanoid; get AnimationTrack
toolAnimTrack = humanoid:LoadAnimation(anim)
if priority then
[Link] = priority
end
-- play the animation
toolAnimTrack:Play(transitionTime)
toolAnimName = animName
toolAnimInstance = anim
currentToolAnimKeyframeHandler =
[Link]:connect(toolKeyFrameReachedFunc)
end
end
function stopToolAnimations()
local oldAnim = toolAnimName
if (currentToolAnimKeyframeHandler ~= nil) then
currentToolAnimKeyframeHandler:disconnect()
end
toolAnimName = ""
toolAnimInstance = nil
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)
if currentAnimInstance and [Link] ==
"[Link] then
setAnimationSpeed(speed / 14.5)
end
pose = "Running"
else
if emoteNames[currentAnim] == nil then
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
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 [Link] == "Tool" then return kid end
end
return nil
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if [Link] == "toolanim" and [Link] == "StringValue" then
return c
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
playToolAnimation("toolnone", toolTransitionTime, Humanoid,
[Link])
return
end
if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid,
[Link])
return
end
if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid,
[Link])
return
end
end
function moveSit()
[Link] = 0.15
[Link] = 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
playAnimation("sit", 0.5, Humanoid)
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)
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
if (setAngles) then
local desiredAngle = amplitude * [Link](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 and tool:FindFirstChild("Handle") then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = [Link]
-- message recieved, delete StringValue
[Link] = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 0
end
end
-- connect events
[Link]:connect(onDied)
[Link]:connect(onRunning)
[Link]:connect(onJumping)
[Link]:connect(onClimbing)
[Link]:connect(onGettingUp)
[Link]:connect(onFreeFall)
[Link]:connect(onFallingDown)
[Link]:connect(onSeated)
[Link]:connect(onPlatformStanding)
[Link]:connect(onSwimming)
-- setup emote chat hook
game:GetService("Players").[Link]:connect(function(msg)
local emote = ""
if msg == "/e dance" then
emote = dances[[Link](1, #dances)]
elseif ([Link](msg, 1, 3) == "/e ") then
emote = [Link](msg, 4)
elseif ([Link](msg, 1, 7) == "/emote ") then
emote = [Link](msg, 8)
end
if (pose == "Standing" and emoteNames[emote] ~= nil) then
playAnimation(emote, 0.1, Humanoid)
end
end)