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Change variable that gets the server rig (Player.Character for example) and replace it with workspace:FindFirstChildOfClass("Terrain"):FindFirstChild("RigNameThere"), Just change RigNameThere to the same as RigName setting.
Using the Conversion API, Change variable that gets the server rig (Player.Character for example) and replace it with Module:GetCharacter()
Humanoid.AutoRotate Cannot be changed.
Information: The issue for that is because it is being constantly overwritten so the shift lock issue can be fixed without having to do 300 lines of code.
Constantly Respawning the rig
Information: Due to the patches Roblox threw on us, We have very limited choice of methods, and this one is the most reliable one, out of tools or random unanchored parts to take ownership of, the only way to get around weld destroying is by calling death on your character
Why not limbs?
Information: Somewhere early 2023 Roblox threw a patch for the limbs by taking away ownership of it, which makes parts basically unclaimable, the only workaround is to call SetNetworkOwner() on the parts, which again requires serversided execution.
Kade API
Description:
Kade API Is a built-in library in the reanimate which allows you to easily convert scripts, it should be set as a global variable following the name KadeAPI
Please note it is in early stages, and it might eventually become a bigger thing.
KadeAPI Documentation and Explainatory:
API:GetCharacter()
Arguments: null
Warnings: None.
Description: Returns the client-sided rig.
API:GetRealCharacter()
Arguments: null
Warnings: None.
Description: Returns the server-sided rig.
API:GetRootPart()
Arguments: null
Warnings: None.
Description: Returns the client-sided rootpart.
API:GetHumanoid()
Arguments: null
Warnings: None.
Description: Returns the client-sided humanoid.
API:GetHatInformation()
Arguments: Accessory <Accessory | Hat>
Warnings: None.
Description: Returns a table with MeshId, TextureId and Name of the provided accessory.
Warning: If one out of the four arguments is incorrect, the hat will be skipped automatically, unless AccessoryFallbackDefaults is enabled, which return the default values.
Description: Uses the hats to replicate the client rigs limbs, example:
localHats= {
['Right Arm'] = {
{Texture="rbxassetid://14255544465", Mesh="rbxassetid://14255522247", Name="RARM", Offset=CFrame.Angles(0, 0, math.rad(90))}
},
-- Rest of the table (ex. Left Arm...)
}
ReturnOnDeath
Arguments: Boolean [ true / false ]
Warning: None.
Returns you to the position you've been on with client rig after stopping the reanimate.
Flinging
Arguments: Boolean [ true / false ]
Warning: Your Simulation Radius will lower drastically every moment it is triggered.
Description: Uses your server rig to fling people, Left Mouse Click must be held down to enable flinging state upon respawn, the server rig will follow your mouse and attach to body parts until you let the button off.
PresetFling
Arguments: Boolean [ true / false ]
Warning: Will cause the API:CallFling to not work.
Description: Requires Flinging to be enabled, enables the default built-in flinging system.
Animations
Arguments: Boolean [ true / false ]
Warning: None.
Description: Adds an animation handler to the client rig, bringing back all the old animations.
WaitTime
Arguments: Number [ int / double ]
Warning: Setting to early will make it faulty, while making it very late will cause significant issues, recommended values are either 0.251 for quick launching or 0.3 for stability.
Description: Yields the CharacterAdded to make sure all the components are ready to use.
TeleportOffsetRadius
Arguments: Boolean [ true / false ]
Warning: Setting it to low might cause additional yielding, and setting it on high will depend on your simulation radius.
Description: Determinates the radius of teleporting the real rig close to fake rig to claim hats.
NoCollisions
Arguments: Boolean [ true / false ]
Warning: In some cases you might get automatically under the map due to your collisions being barely there
Description: Disables your client rig collisions, letting you clip through walls
AntiVoiding
Arguments: Boolean [ true / false ]
Warning: In some cases, you might automatically get stuck under the game if most of the walkable area in your game is close to the FallenPartsDestroyHeight property.
Description: Avoid falling into the void, If you fall into the void you will be sent back to either SpawnLocation or the offset when you reanimated at.
SetSimulationRadius
Arguments: Boolean [ true / false ]
Warning: Cannot be enabled on basic local scripts, in-game executors (like @MyWorlds, testing place executor), or in any low identity executor with identity reaching 2.
Description: Changes your simulation radius so it will always be on the maximum, providing better stability.
DisableCharacterScripts
Arguments: Boolean [ true / false ]
Warning: In very special cases, disabling this may break some parts of the experience
Description: Disables any local scripts from the server rig to avoid any tampering with client rig.
RigName
Arguments: String [ string ]
Warnings: Changing the name to something commonly used in experiences such as Camera or Baseplate might cause the user some trouble when attempting to index the client rig (ex. for scripts.).
Description: Renames the client rig to your liking, In some cases it will help with compatibility along other scripts.
AccessoryFallbackDefaults
Arguments: Boolean [ true / false ]
Warning: If you want to gimmick korblox or something alike, turn it off.
Description: Checks if Hats table for errors, if there are missing or incorrect arguments, it will be automatically replaced with default ones.
OverlayFakeCharacter
Arguments: Boolean [ true / false ]
Warning: None.
Description: Shows the baseparts of the client-sided rig, thus setting their Transparency to 0.5.