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KeyframeSequence

Show deprecated

KeyframeSequence

Show deprecated

This object stores all the Keyframes for an animation, determines if the animation is looped, and determines its priority against other animations.

What is a Keyframe Sequence?

The animation data Roblox uses in the playback of an animation, referenced by the Animation/AnimationId property, is constructed from a KeyframeSequence. Every animation has a KeyframeSequence associated with it. KeyframeSequences are usually created by the Roblox Animation Editor but can be created through other plugins or even manually. Once uploaded to Roblox, their Content ID is used for the Animation/AnimationId property.

Note, in most cases developers do not need to manipulate KeyframeSequences as the animation editor covers most animation functionality. However, in some cases a developer may wish to generate an animation from a Script or build their own plugin.

KeyframeSequence Properties

The priority and looped animation settings are set by KeyframeSequence/Priority and KeyframeSequence/Loop. Note these can be eventually overwritten by the AnimationTrack properties.

The length of an animation is determined by the last Keyframe in the sequence, meaning the Keyframe with the highest Keyframe/Time property.

KeyframeSequence Structure

KeyframeSequences are a container that hold Keyframes. Keyframes represent a ‘key’ frame in the animation, that are interpolated between during playback.

Keyframes contain Poses. Poses are specific to each BasePart being animated and contain the CFrame applied to the Motor6D connecting to the part. Poses are named according to the BasePart they correspond with. For this reason, animations require distinct part names to play correctly.

Poses are structured based on joint hierarchy. Each Pose is parented to the Pose corresponding to the part it is attached to. In practice, this means the poses branch out from the root part. See below for a visual example.

Using KeyframeSequences when making animations

KeyframeSequences must be first uploaded to Roblox before they can be played. This can be done by right clicking on the KeyframeSequence and clicking ‘Save to Roblox’. Alternatively, Plugin/SaveSelectedToRoblox can be used. This will bring up the animation upload window.

In some cases, a developer may want to preview an Animation before uploading it to the Roblox site. This can be achieved by generating a temporary id using KeyframeSequenceProvider/RegisterKeyframeSequence. This will generate a hash id that can be used for localized animation testing.

Obtaining KeyframeSequences

In some cases the developer may wish to download the KeyframeSequence corresponding to an existing uploaded Animation. This can be done so using KeyframeSequenceProvider/GetKeyframeSequenceAsync.

Properties

bool

Loop

Determines whether the animation created from the KeyframeSequence will be looped by default. When set to true the animation will continuously repeat each time the animation finishes.

AnimationPriority

Priority

Determines the default priority of an animation created from the KeyframeSequence.

Inherited from Instance: Show Hide

int

DataCost

[ReadOnly] [NotReplicated]

The cost of saving the instance using data persistence.

Instance

Parent

Determines the hierarchical parent of the Instance.

bool

RobloxLocked

If true, the Instance and its descendants cannot be indexed or edited by a Script or LocalScript and will throw an error if it is attempted.

string

ClassName

[ReadOnly] [NotReplicated]

A read-only string representing the class this Instance belongs to.

string

Name

A non-unique identifier of the Instance.

bool

Archivable

Determines if an Instance can be cloned using /Instance/Clone or saved to file.

Functions

void

AddKeyframe ( Instance keyframe )

This function adds a Keyframe to the KeyframeSequence by parenting it to the KeyframeSequence.

Objects

GetKeyframes ( )

This function returns an array containing all Keyframes that have been added to a KeyframeSequence.

void

RemoveKeyframe ( Instance keyframe )

This function removes a Keyframe from the KeyframeSequence by setting its parent to nil.

Inherited from Instance: Show Hide

Instance

FindFirstChild ( string name , bool recursive )

Returns the first child of the Instance found with the given name.

Array

GetDescendants ( )

[CustomLuaState]

Returns an array containing all of the descendants of the instance

Objects

GetChildren ( )

Returns an array containing all of the Instance's children.

void

Destroy ( )

Sets the Instance/Parent property to nil, locks the Instance/Parent property, disconnects all connections and calls Destroy on all children.

RBXScriptSignal

GetPropertyChangedSignal ( string property )

Get an event that fires when a given property of an object changes.

string

GetFullName ( )

Returns a string describing the Instance's ancestry.

Instance

FindFirstChildWhichIsA ( string className , bool recursive )

Returns the first child of the Instance for whom Instance/IsA returns true for the given className.

bool

IsAncestorOf ( Instance descendant )

Returns true if an Instance is an ancestor of the given descendant.

bool

IsDescendantOf ( Instance ancestor )

Returns true if an Instance is a descendant of the given ancestor.

Instance

FindFirstChildOfClass ( string className )

Returns the first child of the Instance whose Instance/ClassName|ClassName is equal to the given className.

Instance

FindFirstAncestorWhichIsA ( string className )

Returns the first ancestor of the Instance for whom Instance/IsA returns true for the given className.

Instance

FindFirstAncestorOfClass ( string className )

Returns the first ancestor of the Instance whose Instance/ClassName is equal to the given className.

Instance

FindFirstAncestor ( string name )

Returns the first ancestor of the Instance whose Instance/Name is equal to the given name.

bool

IsA ( string className )

Returns true if an Instance's class matches or inherits from a given class

Instance

WaitForChild ( string childName , double timeOut )

[CustomLuaState] [CanYield]

Returns the child of the Instance with the given name. If the child does not exist, it will yield the current thread until it does.

string

GetDebugId ( int scopeLength )

[NotBrowsable]

Returns a coded string of the Instances DebugId used internally by Roblox.

Instance

Clone ( )

Create a deep copy of a Roblox instance and descendants where Archivable = true.

void

ClearAllChildren ( )

This function destroys all of an Instance's children.

Events

Inherited from Instance: Show Hide

RBXScriptSignal

DescendantRemoving ( Instance descendant )

Fires immediately before a descendant of the Instance is removed.

RBXScriptSignal

AncestryChanged ( Instance child , Instance parent )

Fires when the Instance/Parent property of the object or one of its ancestors is changed.

RBXScriptSignal

ChildAdded ( Instance child )

Fires when an object is parented to this Instance.

RBXScriptSignal

ChildRemoved ( Instance child )

Fires when a child is removed from this Instance.

RBXScriptSignal

DescendantAdded ( Instance descendant )

Fires when a descendant is added to the Instance.

RBXScriptSignal

Changed ( string property )

Fired immediately after a property of an object changes.