Type Index Pages
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Instance
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StepAnimations
This member cannot be used in scripts, but is usable in the command bar and plugins.
For thread safety, this property is not safe to read in an unsynchronized thread.
Increments the AnimationTrack/TimePosition of all playing AnimationTracks that are loaded onto the Animator, applying the offsets to the model associated with the Animator. For use in the command bar or by plugins only.
The deltaTime paramater determines the number of seconds to increment on the animation’s progress. Typically this function will be called in a loop to preview the length of an animation (see example).
Note that once animations have stopped playing, the model’s joints will need to be manually reset to their original positions (see example).
This function is used to simulate playback of Animations when the game isn’t running. This allows animations to be previewed without the consequences of running the game, such as scripts executing. If the function is called whilst the game is running, or by Scripts or LocalScripts, it will return an error.
Developers designing their own custom animation editors are advised to use this function to preview animations, as it is the method the official Roblox Animation Editor plugin uses.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
|
|
The amount of time in seconds animation playback is to be incremented by. |
Returns
| Return Type | Summary |
|---|---|
Code Samples
Preview Animation in Studio
This code sample includes a function that can be used to preview an Animation on a Model in Roblox Studio, without needing to run the game. It utilizes the Animator.StepAnimations function, which is the same method the official Roblox Animation Editor uses.
local RunService = game:GetService("RunService")
local function studioPreviewAnimation(model, animation)
-- find the AnimationController and Animator
local animationController = model:FindFirstChildOfClass("Humanoid") or model:FindFirstChildOfClass("AnimationController")
local animator = animationController and animationController:FindFirstChildOfClass("Animator")
if not animationController or not animator then
return
end
-- load the Animation to create an AnimationTrack
local track = animationController:LoadAnimation(animation)
track:Play()
-- preview the animation
local startTime = tick()
while (tick() - startTime) < track.Length do
local step = RunService.Heartbeat:wait()
animator:StepAnimations(step)
end
-- stop the animation
track:Stop(0)
animator:StepAnimations(0)
-- reset the joints
for _, descendant in pairs(model:GetDescendants()) do
if descendant:IsA("Motor6D") then
local joint = descendant
joint.CurrentAngle = 0
joint.Transform = CFrame.new()
end
end
end
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