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Basic Usage


Initialization

This is the same on the client and the server, but the server must be initialized first in order for the client to. The client will automatically wait until the server has finished initializing before starting its own initialization.

local Animations = require(game.ReplicatedStorage.Animations.Package.AnimationsServer)

Animations:Init({
AutoLoadAllPlayerTracks = true -- Defaults to false
})

AnimationIds

Add your animation ids to the Animations\Deps\AnimationIds module:

local AnimationIds = {
Player = { -- "Player" is required here for player animations (see 'rigType' in the AnimationIds API for more info)
Jump = 00000000
},

Monster = {
Run = 00000000
}
}

return AnimationIds

Player Animations

On the server:

...

local player = game.Players:GetPlayers()[1] or game.Players.PlayerAdded:Wait()

Animations:AwaitAllTracksLoaded(player) -- Needed if the player has just spawned
Animations:PlayTrack(player, "Jump")

On the client:

...

Animations:AwaitAllTracksLoaded() -- Needed if the player has just spawned
Animations:PlayTrack("Jump")

Rig Animations

On the server:

...

local monsterChar = workspace.Monster

Animations:Register(monsterChar, "Monster") -- In order to use "Monster" animations (in AnimationIds) on this rig
Animations:LoadAllTracks(monsterChar)

Animations:PlayTrack(monsterChar, "Run")

On the client:

...

local monsterChar = workspace.Monster

Animations:RegisterRig(monsterChar, "Monster") -- In order to use "Monster" animations (in AnimationIds) on this rig
Animations:LoadAllRigTracks(monsterChar)

Animations:PlayRigTrack(monsterChar, "Run")