API Reference¶
BasicCrunchyRollAnimPlayer¶
.CreateAnimator¶
Constructs an AnimPlayer.
BasicCrunchyRollAnimPlayer.CreateAnimator(
rig: Crunchyroll.Rig,
motor6Ds: {Motor6D}?
) -> AnimPlayer
AnimPlayer¶
Properties¶
Rig [ Rig ]¶
The crunchyroll rig that is being used.
LimbCFrames [ {[string]: CFrame} ]¶
Equal to rig.result_coordinate_frames. The CFrames are in world space.
PlayingAnims [ {[AnimationAsset]: AnimationPlayData} ]¶
The list of currently playing animations. Imagine it as Animator:GetPlayingAnimationTracks().
You can modify the settings of the animations at runtime. For example, you might want to change the speed. You can do so by doing PlayingAnims[animAsset].speed = 2
Methods¶
:GetLimbWorldCFrames(rootCF: CFrame)¶
Returns self.LimbCFrames.
:UpdateLiveLimbCFrames(rootCF: CFrame)¶
Uses the passed Motor6Ds to update the .C1 of every limb to the current AnimPlayer.LimbCFrames.
rootCF should be the HumanoidRootPart.CFrame.
:StepForward(dt: number, rootCF: CFrame, updateLiveToo: boolean?)¶
Steps forward every animation by dt. Stops every animation when its done, unless .Looped is true.
:SetLimbCFramesInstantly(newLimbWorldCFrames: {[string]: CFrame}, rootCF: CFrame, updateLiveToo: boolean)¶
Immediately sets self.LimbCFrames to the provided newLimbWorldCFrames table, and optionally also updates Motor6D.C1s if updateLiveToo is true.
:StartPlayingAnimation(animAsset: AnimationAsset, playData: AnimationPlayData¶
Begins playing an animation by inserting it in self.PlayingAnims.
animAsset can be retrieved by calling crunchyroll.load_keyframe_sequence(keyframe_sequence)
:StopPlayingAnimation(animAsset: AnimationAsset)¶
Immediately stops playing an animation by removing it from self.PlayingAnims.