AnimationIds
Read Only
NOTE
Roblox model path: Animations.Deps.AnimationIds
Types
rigType
type rigType = stringThe first key in the AnimationIds module that indicates the type of rig the paired animation id table belongs to.
local AnimationIds = {
Player = { -- `rigType` of "Player"
Dodge = {
[Enum.KeyCode.W] = 0000000,
[Enum.KeyCode.S] = 0000000,
[Enum.KeyCode.A] = 0000000,
[Enum.KeyCode.D] = 0000000,
},
Run = 0000000,
Walk = 0000000,
Idle = 0000000
}
}
INFO
The only preset rigType is that of "Player" for all player/client animation ids.
animationId
type animationId = numberidTable
propertiesSettings
interface propertiesSettings {Priority: Enum.AnimationPriority?Looped: boolean?}changed in version 2.1.0
Added MarkerTimes property
changed in version 2.3.0
Added StartSpeed property
HasProperties
added in version 2.0.0
local AnimationIds = {
Player = { -- `rigType` of "Player"
Dodge = {
[Enum.KeyCode.W] = 0000000,
[Enum.KeyCode.S] = 0000000,
[Enum.KeyCode.A] = 0000000,
[Enum.KeyCode.D] = 0000000,
},
Run = 0000000,
Walk = 0000000,
Idle = 0000000,
Sword = {
-- Now when the "Sword.Walk" animation plays it will
-- automatically have `Enum.AnimationPriority.Action` priority
Walk = HasProperties(0000000, { Priority = Enum.AnimationPriority.Action })
Idle = 0000000,
Run = 0000000,
-- Now when {"Sword", "AttackCombo", 1 or 2 or 3} animation
-- plays it will automatically have `Enum.AnimationPriority.Action` priority and
-- will support `Animations:GetTimeOfMarker()`
AttackCombo = HasProperties({
[1] = 0000000,
[2] = 0000000,
[3] = 0000000
}, { Priority = Enum.AnimationPriority.Action, MarkerTimes = true })
}
},
}
animatedObjectSettings
interface animatedObjectSettings {AutoAttach: boolean?AutoDetach: boolean?}HasAnimatedObject
Betalocal AnimationIds = {
Player = { -- `rigType` of "Player"
Dodge = {
[Enum.KeyCode.W] = 0000000,
[Enum.KeyCode.S] = 0000000,
[Enum.KeyCode.A] = 0000000,
[Enum.KeyCode.D] = 0000000,
},
Run = 0000000,
Walk = 0000000,
Idle = 0000000,
Sword = {
-- Now when the "Sword.Walk" animation plays "Sword" will
-- auto attach to the player and get animated
Walk = HasAnimatedObject(0000000, "Sword", { AutoAttach = true })
Idle = 0000000,
Run = 0000000,
-- Now when {"Sword", "AttackCombo", 1 or 2 or 3} animation
-- plays "Sword" will auto attach to the player and get
-- animated
AttackCombo = HasAnimatedObject({
[1] = 0000000,
[2] = 0000000,
[3] = 0000000
}, "Sword", { AutoAttach = true })
}
},
}
INFO
For more information on setting up animated objects check out animated objects tutorial.
AnimationIds
local AnimationIds = {
Player = { -- `rigType` of "Player"
Dodge = {
[Enum.KeyCode.W] = 0000000,
[Enum.KeyCode.S] = 0000000,
[Enum.KeyCode.A] = 0000000,
[Enum.KeyCode.D] = 0000000,
},
Run = 0000000,
Walk = 0000000,
Idle = 0000000
},
BigMonster = { -- `rigType` of "BigMonster"
HardMode = {
Attack1 = 0000000,
Attack2 = 0000000
},
EasyMode = {
Attack1 = 0000000,
Attack2 = 0000000
}
},
SmallMonster = { -- `rigType` of "SmallMonster"
HardMode = {
Attack1 = 0000000,
Attack2 = 0000000
},
EasyMode = {
Attack1 = 0000000,
Attack2 = 0000000
}
}
}