Difference between revisions of "Uploading Animations"

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Create a new model, or update an existing one. Yes, uploading an animation is just the same thing as uploading a [[Models|model]].
 
Create a new model, or update an existing one. Yes, uploading an animation is just the same thing as uploading a [[Models|model]].
  
And there you have it! You can use your animation as you please, and you can upload more animations if you want to. You can use your animation in Studio by getting the model ID and using the asset url: ''<nowiki>http://finobe.com/asset?id=MODELID</nowiki>''
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And there you have it! You can use your animation as you please, and you can upload more animations if you want to. You can use your animation in Studio by getting the model ID and using the asset url: ''<nowiki>http://www.finobe.com/asset/?id=MODELID</nowiki>''
  
 
==Other Information==
 
==Other Information==

Latest revision as of 23:03, 23 March 2020

About

This is a tutorial on how to upload your own animations for use with the Finobe 2016 client. This will not work with the 2012 client, as the modern animation system was introduced in 2013.

A custom run animation
Using a custom run animation in 2016

Introduction and Requirements

Users have long wanted to be able to upload custom player animations to Finobe. CFrame animations exist, but most users don't know how to use them. The modern animation system is much easier to use. Luckily, it is possible to upload your own animations, and this tutorial will show you how to.

Heads-up: This tutorial might be kind of advanced if you don't know anything about animations and how they work.

First of all, if you don't have one yet, you obviously need an animation, or a KeyframeSequence, which is what animations are called in Studio. If you already have a KeyframeSequence ready to go and you just want to know how to upload it, you can skip the first few steps.





Directions

In Modern Studio, insert an R6 dummy, and select the dummy with the Animation Editor. Either load/import an animation, or animate your own. Once you're finished, save the animation to the dummy.

In Explorer, find the dummy, and find the model inside the dummy named "AnimSaves". The animation (or KeyframeSequence) you just saved should be inside AnimSaves.

Right-click on the KeyframeSequence and save it to file. AKA you're saving it to your computer as a model. Now open the model you just saved in Finobe Studio 2016. You can also copy+paste the KeyframeSequence directly from Modern Studio to Finobe Studio if you want to.

In 2016, open the KeyframeSequence so you can view what it contains. Make sure you have the KeyframeSequence selected, and SELECT ONE OTHER OBJECT INSIDE THE KEYFRAMESEQUENCE. An explanation for why you have to do this is shown below in Other Information.

Animationselection.png

You should have two items selected: the KeyframeSequence object, along with one other item inside of it. Right-click on the KeyframeSequence and choose "Save to Finobe...". Once again, make sure you have both items selected, as this is really important.

Create a new model, or update an existing one. Yes, uploading an animation is just the same thing as uploading a model.

And there you have it! You can use your animation as you please, and you can upload more animations if you want to. You can use your animation in Studio by getting the model ID and using the asset url: http://www.finobe.com/asset/?id=MODELID

Other Information

  • In Modern Studio, if you try to upload a KeyframeSequence as a model without selecting anything else, it will attempt to upload the item as an Animation asset. Because Animation assets don't exist in Finobe, trying to upload a KeyframeSequence as a model without selecting anything else will cause an error. This is why you have to select an extra object inside the KeyframeSequence. No, selecting an extra object inside the KeyframeSequence does not do anything other than allow you to upload the KeyframeSequence as a model.
  • Normally, animations can only be used in games created by the creator of the animation asset. AKA you can't use someone else's animation ID. This does not apply to Finobe, meaning that if someone else uploaded an animation to Finobe as a model, you can use their model ID.
  • If you know how to, you can download animation assets and re-upload them to Finobe.