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Scripting Avatar Animations
Part 2 - Playing Animations
Scripting Avatar Animations
Part 2 - Playing Animations

The second way of using animations is to play them in response to a character’s action in-game: for instance, if a player picks up an item, or takes damage.

In this next script, whenever a player presses a button, a shock animation will play and paralyze them until the animation finishes.

Setup

The remainder of this course uses a pre-made model that includes a ProxmityPrompt. Players can walk up to a button and press it to activate an event.

  1. Download the Shock Button model and insert it into Studio.

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    Models can be added into your Inventory to be used in any game.

    1. In a browser, open the model page, click the Get button. This adds the model into your inventory.

    2. In Studio, go to the View tab and click on the Toolbox.

    3. In the Toolbox window, click on the Inventory button. Then, make sure the dropdown is on My Models.

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    4. Select the Shock Button model to add it into the game.


  2. In StarterPlayer > StarterPlayerScripts, create a local script named PlayShockAnimation.

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  3. The code below calls a function named onShockTrigger when the proximity prompt is activated. Copy it into your script.

    local Players = game:GetService("Players")
    
    local player = Players.LocalPlayer
    local character = player.Character
    if not character or not character.Parent then
        character = player.CharacterAdded:Wait()
    end
    
    local humanoid = character:WaitForChild("Humanoid")
    local Animator = humanoid:WaitForChild("Animator")
    
    local shockButton = workspace.ShockButton.Button
    local proximityPrompt = shockButton.ProximityPrompt
    local shockParticle = shockButton.ExplosionParticle
    
    local function onShockTrigger(player)
        shockParticle:Emit(100)
    
    end
    
    proximityPrompt.Triggered:Connect(onShockTrigger)

Create and Load an Animation

Animations that the player uses are stored on the player’s Animator object. To play the shock animation, a new animation track will need to be loaded onto the Animator object when they join the game.

  1. Above onShockTrigger, create a new Animation instance named shockAnimation. Then, set the AnimationID of that to the desired animation. Use the ID in the code box if needed.

    local shockButton = game.Workspace.ShockButton.Button
    local proximityPrompt = shockButton.ProximityPrompt
    local shockParticle = shockButton.ExplosionParticle
    
    local shockAnimation = Instance.new("Animation")
    shockAnimation.AnimationId = "rbxassetid://3716468774"
    
    local function onShockTrigger(player)
    
    end
  2. Create a new variable named shockAnimationTrack. On the player’s Animator, call LoadAnimation, passing in the previously created animation.

    local shockAnimation = Instance.new("Animation")
    shockAnimation.AnimationId = "rbxassetid://3716468774"
    
    local shockAnimationTrack = Animator:LoadAnimation(shockAnimation)
  3. With the new animation loaded, change some of the track’s properties.

    • Set the AnimationPriority to Action - Ensures the animation overrides any current animations playing.
    • Set Looped to false so the animation doesn’t repeat.
    local shockAnimation = Instance.new("Animation")
    shockAnimation.AnimationId = "rbxassetid://3716468774"
    
    local shockAnimationTrack = Animator:LoadAnimation(shockAnimation)
    shockAnimationTrack.Priority = Enum.AnimationPriority.Action
    shockAnimationTrack.Looped = false

Play the Animation

Whenever someone triggers the ProximityPrompt on the button, it’ll play an animation and temporarily freeze that player.

  1. Find the onShockTrigger function. On the shockAnimationTrack, call the Play function.

    local function onShockTrigger(player)
        shockParticle:Emit(100)
    
        shockAnimationTrack:Play()
    end
  2. To prevent the player from moving while the animation plays, change the humanoid’s WalkSpeed property to 0.

    local function onShockTrigger(player)
        shockParticle:Emit(100)
    
        shockAnimationTrack:Play()
        humanoid.WalkSpeed = 0
    end

Using Animations with Events

Just how parts have Touched events, animations have events such as AnimationTrack.Stopped. For the script, once the animation finishes, you’ll restore the player’s move speed.

  1. Access the Stopped event for the animation track using the dot operator, then call the Wait function. This pauses the code until that animation finishes.

    local function onShockTrigger(player)
        shockParticle:Emit(100)
    
        shockAnimationTrack:Play()
        humanoid.WalkSpeed = 0
        shockAnimationTrack.Stopped:Wait()
    end
  2. Return the player’s walk speed to 16, the default for Roblox players.

    local function onShockTrigger(player)
        shockParticle:Emit(100)
    
        shockAnimationTrack:Play()
        humanoid.WalkSpeed = 0
        shockAnimationTrack.Stopped:Wait()
        humanoid.WalkSpeed = 16
    end
  3. Test the game by walking up the part and press E to get a shock.

The framework in this script can be easily adapted to different gameplay situations. For instance, try playing a special animation whenever a player touches a trap part, or whenever a team wins a game round.


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