-- Check if it's just numbers if input:match("^%d+$") then return "rbxassetid://" .. input end
Assign a unique ID to each animation in your project. You can do this in the Unity editor or through code.
: If a player's client runs an animation on their own character, Roblox automatically replicates that animation to the server and other clients.
An FE Animation Id Player Script creates an Animation object, assigns your desired AssetId to it, loads it onto the local character’s Animator track, and plays it. Because the Roblox engine automatically replicates character velocity and basic animator states, a correctly structured script forces the server to broadcast your animation to everyone. Key Prerequisites FE Animation Id Player Script
Add additional input boxes to pass Speed or IsLooping variables through the RemoteEvent so players can customize how the animation plays.
local playAnimationRemote = Instance.new("RemoteEvent", remoteFolder) playAnimationRemote.Name = "PlayAnimation"
: First, you need to reference the player and their character model. -- Check if it's just numbers if input:match("^%d+$")
-- Optional: Broadcast to other players if needed -- playAnimationRemote:FireAllClients(player, data) end end)
-- Optional: Cooldown to prevent spam if player:GetAttribute("LastAnimTime") and tick() - player:GetAttribute("LastAnimTime") < 1.5 then return end player:SetAttribute("LastAnimTime", tick())
-- Animation ID Input Box local idBox = Instance.new("TextBox") idBox.Size = UDim2.new(0.9, 0, 0, 35) idBox.Position = UDim2.new(0.05, 0, 0, 40) idBox.PlaceholderText = "Enter Animation ID (rbxassetid://...)" idBox.Text = "" idBox.BackgroundColor3 = Color3.fromRGB(50, 50, 50) idBox.TextColor3 = Color3.fromRGB(255, 255, 255) idBox.Font = Enum.Font.Gotham idBox.TextSize = 14 idBox.ClearTextOnFocus = false idBox.Parent = mainFrame : If a player's client runs an animation
: A universal script featuring emotes like the "Clone Illusion," "Dino Walk," and various R15 dances.
The KeyframePlayer is a Luau-based utility that allows developers to play custom keyframe sequences. Instead of having to upload a separate animation ID for every single emote, this system lets you use keyframes—each representing a specific pose for a character—to sequence animations programmatically. It offers features like adjustable playback speed, fade-in/out effects, looping, and the ability to pause and resume animations. This kind of innovation points to a future where animations are less like rigid video clips and more like flexible, programmable building blocks of character expression.