@@Hellvader-w2n Not currently, but you can add some tweening via scripting in trigger_cutscene > CutsceneScript > Cutscene You can find some code at line 39 where you can add some of your own
you have no idea how much i needed this. I started animating for fun in roblox, but i noticed one thing, i couldn't get the camera. evrey other video is outdated, but this is actually a good vid. really, tysm, im def liking (and probably subbing)
Inside the Cutscene Script, there will be a LocalScript named 'Cutscene', if you open it up you should find a sound instance named 'CutsceneSound'. Please let me know if you're still having problems, thanks!
Hello again! Update Suggestion: Add multiples types of rig that can be animatable example R6 - Player and Custom Character (already added) R15 - Player, Custom Character, and Rthro Animatable Part - Part, Mesh, and Model (u dont have to do this. its just a suggestion that i think its really cool)
Good suggestions! Although... R15 is already possible, however it does require swinging through a bit of a jungle to get working Animatable Parts are also possible, there is actually an animatable model of a Can in the CastleCutscene using an AnimationController Perhaps I'll add an update with all the possible rigs and Modifiers in one place to make it all a bit easier, thanks!
I have a tip for you, make a rig and name it objects then rig all your objects (no welds can be in the model) and then just rig it in time with the animation.
@@hinamarimoe5747 i think you just add the rigs in the SceneRigs folder and animate the ones you added too but i'm not sure because i haven't watched the whole video
@@abdalla-mc2qg Yes, although it would require quite a bit of coding, something I'd suggest is wrapping everything into a coroutine.wrap() around where the main cutscenesound plays and then playing your sounds one after another with task.wait Otherwise you could always create a CutsceneSound
This is what I have looking for. Thank you so much. (How do I make the camera on first person? ex: for specific cutscenes, the camera will be locked in first person *DURING* the cutscene and will normalize after the cutscene.)
@@YellowSabre Should I have to parent the moon animator’s camera to the player’s/dummy’s head or should I add keyframes to the camera rig (your cutscene model camera) to follow the player’s/dummy’s head whilst the player/dummy rig isn’t included in the camera’s animation file. Sorry if i can’t explain it well lol.
Hi! So, After Inserting Animations And Setting my avatar to r6 only the animation plays, is there a way to make the camera work to? Couse I animated: TheMan and cam only it beeps and plays animation only. Please I'm waiting for your response
@@YellowSabre yes, CameraRig and TheMan Via Moon Animator, then clicked 5. Published and copy and pasted the id to the animation ids and only animation works. I mean i cant move, i see myself and it cant transport my camera to the camerarig one. Only plays the TheMan Amination i made
@@YellowSabre Do you have Discord Account? So i will show you what i did and you will tell me what i did wrong. Also i used the updated model, i dont want to flood your comments😢
This is a great tutorial and what ive been looking for but im having one problem with the players camera not moving onto the camera part but the animation for it is still playing
@YellowSabre can you teach me how to disable interact mode ? I tried enabling it and also setting it from false to true in the script but it still doesn't work, do I need to disable something?
I know that i asked another question also i dont want to put pressure on you but, In my game when i put two cutscene kits on the same game the first cutscene plays but the next cutscene gets deleted or completely breaks (In brief i duplicated the cutscene kits into two, the first one plays and the other one breaks) is there a way to fix that or its just straight up impossible?
Hey i spotted something in your code, the FinishedCutsceneScript in the code post-scene, there's a task.wait() without a value, remeber to change it to any number you want, so when the cutscene ends the camera will go back to the player's camera
1. how do i add more sound to a cutscene like meme or something like that, and how do i make the sound gone after cutscene end 2. how do i change the cam rig to body rig
Sounds like you may have gone wrong somewhere! Fortunately the CameraPart isn't absolutely necessary so you can ignore that step if it makes you comfortable
Hey great work ! Just wanted to ask you how can I fix problem with cutscene only playing for local player. In setting there is a function for playing only local player but whenever I set it to true it says"Workspace.Second cutscene.trigger_cutscene.CutsceneScript:183: attempt to index nil with 'PlayerGui'" and it doesn't play cutscene. I will appreciate if you could help me with this problem.
Hey again, I made another cutscene but i have a problem with the rigs becoming transparrent even though they aren't meant to. I have the transparency setting for rigs set to zero but it doesn't seem to listen. Not even Cutscene Unhide models works
Last time i used this it worked perfectly, now im trying to use it again this error pops up "Players.ebengradovets.PlayerGui.TemplateCutsceneScript:452: attempt to index nil with 'Disconnect'" I think the cutscene plays out fine but the camera wont move Looked up further and realised that the console is saying that the camera animations are invalid
@@YellowSabre thanks! now I know how to do it, btw I making a ranger of the duty copy of call of duty, but if I touch the green button player rig and camera rig doesn't move I make the animations of them
Hi! I have found an issue and I have no idea how to fix it. I don't want the player to be able to collide with the PlayerRig. It causes problems in the cutscene and actually activating it. I don't know if anyone else has this problem but I really need help.
If you're using custom CollisionGroups, you should take a look in the CollisionFilter (or whatever it's called) script in the Cutscene model and set the new collision groups
@YellowSabre, @yellowsabredev, Me and a friend are trying to use your cutscene kit. It works perfectly fine when I test the game in studio, but when my friend trys to test it, it does not work. It gives an error of script not detected playing. When I duplicate and rename an item in the players folder to player2 it stops the error but the animation still does not play. Please could you help me solve this.
hello I am having an issue with the cutscenes. It is related to the gui script around line 358 where i get an error about attempt to index nil with 'Transparency'. I don't know if this is due to me using replacing the character in one of the rigs since i deleted the original guy and pasted in the new on while keeping the animation stuff. The line that is giving me errors seems to be about primary parts. If you can help that would be appreciated. By the way what happens is the camera goes to the camera part then goes back to the player while the animation plays and the rig that I replaced the dude for doesn't show.
ive been seeing you reply to comments and i need help. Whenever i press 5 it dose not look like yours it says the name of the animation fov frames and settings and i cant click further into any of them and lower down it saysthe name of the animations and a lot of keyframes how do i export?
@@YellowSabrek well I did everything you said and everything is everywhere like the camera is across the map my characters are mid air doing their animations. I might've put the wrong animations in but I'll keep trouble shooting. But any idea on why this is happening? I can show you what I mean on discord
Hey I was wondering how we can change the sound not sure if you already explained it in the video cause I’m slow, but say I wanted to make a thump sound for when the character falls how would I be able to make it so that thump sound plays when the character falls
I want ask do you know how to make two cutscenes in one game? Because I want make in my game starter cutscene and ending. Starter cutscene works well but ending doesn't work.
@@DawidEnderman Multiple cutscenes are supported in the Cutscene Kit, so there has to be something wrong with the ending Cutscene. Try cloning the starter Cutscene and changing that for your purposes
Yo bro thanks for all the help btw, I wanted to ask why when I do it first person the camera doesn't work after a period of time it looks into nothing. Is there a way to fix this?
hey, great tutorial! i have a question though; how do you change the subtitles in the cutscene? i looked through all the scripts and couldn’t find anything. the subtitles play, but they play dialogue that (obviously lol) you put in.
I already have a cutscene with rigs, and when i tried to put them into the SceneRigs, my rigs disappear from moon animator. is there a way to somehow import a already used animation (I'm using more then one rig to animate)
@@0Emrah pretty sure you just need to export and import the animations as animation IDs since that's how moon saves work when it comes to migrating anims
Hi I love your script as it worked in my other games, however when I used your kit in my first person game the cutscene keeps automatically starting when joined. The start when join setting is toggled false, so I'm not sure what's the problem. How do I fix this? Nvm I found out the problem was a mirror script that was interfering with the cutscene
This kit is compatible with R15 Rigs, please make sure there is an *Animator* instance in the Humanoid and an *Animation* instance inside the rig itself Let me know if you encounter any problems, thanks!
It's a great model and I'm using it a lot but I can figure out how to add another object to the model like a car. Everytime I add a rigged car or door or something the camera is not going to the CameraPart and the object that I added it's just disappear and won't play animation. Can you make a Short how to do it?
Hello, I am working on a project and have found the perfect cutscene tutorial. (this one obviously) But I am currently having problems. DO you mind helping me with them with a reply back? the problem is when I load in, everything seems to disappear like it falls out of the map. I anchored it and then everything broke? Can you PLEASE help me with this. I will be waiting.
@@YellowSabre now that you said it, I can try it with the newer baseplate template, maybe since that’s what you used. Sorry I responded so late, Got busy.
Hey I hope your doing good but I’m sorry to bother you but i wanna make a finisher/glory kill like the ones in modern warfare for example if a player is down I want to walk up to them and activate the cutscene with like a prompt or something how would I do that? Sorry if most of it didn’t make sense I’m bad at explaining
Hey man i saw you replied to almost ALL comments, thats insane! But Can You Help Me? 1.The Cutscene Works Fine But Never Ends..Its Stuck In The End When They Finish The Dialogue 2.How Can I Make My Character Walk To Multiple Locations? For Example In A Alleyway To Walk Forward Then Jump Backward 3.When I Do The Cutscene A Forcefield Activates On My Character But Not When I Skip The Cutscene So I Guess its On The Humanoid? If You Can Reply That Would Be Amazing! Really Nice Video Btw
1. You can switch CutsceneWait to true and set the wait time to however long the cutscene is 2. It's possible with labor, but it feels like you could just turn that into a cutscene animation 3. Oh yea I never thought about Forcefield before, this is a bug related to cloning the actual in-game character As a workaround you can switch *GetHumanoidDescription* to true or update the kit by grabbing a new one in around 10 minutes
@@YellowSabre yes i tried it but when i do the camera just goes back to normal , but it works fine for now , btw sorry for bothering you again , keep up the good work 👌
yo i got a problem, i finished my animation it played and everything fine until i notice the camera doesn't moves, i animated the camera added it but it justt won't move, if you can, pls reply
Context Mr. M is Braedeyn's abusive step-father (since his real one went to get the milk) (*2 minutes before this all happened*) Mr. M: Alright that does it, Braedeyn!!! *Mr. M pulls out an alcohol bottle* Braedeyn: NO, NO, PLEASE DONT HIT ME WITH THE ANGY JUICE BOTTLE! Mr. M: I don't care, I'm gonna kill you with this... Braedeyn: NO YOU AREN'T Mr. M: Watch me.. *Mr. M lunges towards Braedeyn trying to hit him* 15:17 Mr. M: This, heh, this will happen.. Mr. M: heheheheheaaheeheaaa *Door opens and shows Braedeyn's real dad returning after 8 years* *Moment of silence* ........... Mr. D: What the hell?.. Mr. D: The hell what.. What the hell just happend? Braedeyn: Where is the milk? Mr. D: I came with nothing, uh.
Hello! I have now added RemoteEvent "StartCutsceneClient" and Event "StartCutsceneServer" you can research about these in the DevForum or the Roblox Creator Documentation
Make a part Group it into a model Set the Part as the PrimaryPart in the model's properties Add an AnimationController to the model Add an animation instance Motor6D a car mesh to the Part you set You now have an animatable car for Cutscene kit
Yo dude. I've been tryna make an animation and it requires the camera part to be attached to a character's head. Is there any way to attach it without breaking the scripts or in other words to not use easy weld? Thanks.