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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

RBXScriptSignal

GetPropertyChangedSignal ( string property )

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

FindFirstChildWhichIsA ( string className , bool recursive )

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

GetDescendants ( )

[CustomLuaState]
Returns an array containing all of the `Instance`'s descendants.
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

FindFirstChild ( string name , bool recursive )

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

GetFullName ( )

Returns a string showing the `Instance`'s ancestry.
string

GetDebugId ( int scopeLength )

[NotBrowsable]
Returns a coded string of the `Instance`s DebugId used internally by Roblox.
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.
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.