Roblox has officially released Animation Graphs, allowing creators to build and blend complex character motions visually instead of using Luau code. This update includes real-time debugging, in-game playback, and over 280 bug fixes since the beta phase.
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Please add this feature to materials and adio emitters
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Originally you folks mentioned that you planned on adding IK / procedural nodes. Are those still planned?
Yes! Finally, I’ve been waiting for this for so long, goated update, really glad that the parameters were set to replicate, it was a big worry of mine
Time to recode my current animation system. I’ve been holding off from using this until it released officially, really look forward to using this.
Let’s gooooo! can’t wait to see what I can do with this, I have yet to even look at it in beta, and now is the best time to just mess around with it! Seen a ton of great examples though, so this will be a ton of fun!
Will we ever be able to load arbitrary animations by ID in clip nodes rather than requiring them to be in the authored graph?
I’ve been waiting for ages! We were using a script to do some movement related stuff suck as look angles and foot locking, it took a chunk of CPU time to do it. Hopefully we can move it over in TC2 soon!
I love you for this feature
I’d really love to see a node for mirroring animations. One of my most common animation workflows is using a plugin to create a flipped version to play under different circumstances. Also, I think a way to allow animation markers to influence graph logic would be really cool. Awesome update!
If this is live as of announcing, I have some fairly serious bugs to report which have not been patched. Blend2D allows points at negative X, but not at negative Y. You can have -1, 0 but not -1, -1 Loading a clip forces the clip name through localization whether I like it or not Sometimes studio si
I love the lists and communication. Nice to see animation feature improvements :D.
-- glad this is finally released! are there still no plans to add any way to directly access clips within a graph (I mainly need a way to restart a PlayOnce animation, and detect when certain animation clips have ended)
For rollback and resimulation to work with the animation graph under server authority, do we need to load the animation graph onto the animator on both server and client? Or do we only load it on the server, then fetch it through an API on the client?
hahahahaha you can go make CS2 in Roblox, it's a pity there is not yet a tool that allows in the animation editor to add sound to a frame or an effect to a frame without scripts
Adding look directions to an idle animation has never been easier.
I wonder if Roblox’s default Animate script will also be recoded to utilize this new feature. We know that the character controller library is being developed specifically to support strafing animations in the future. Animation graphs seem to be the best way to achieve this.
Inertialization when? Would be a cool feature. And also splitting anim graphs into sub-animgraphs and then combining them into one big final and organized animgraph would be cool. Cuz ion like the fact that I gotta put my movement, gun, melees, emotes and basically everything into one big anim graph
PLS Allow for nested animation graphs

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I just created my own Roblox Movement System!😤🤪 #roblox

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Roblox released UGC Animation Packs and there's already inappropriate animations. 🤮
Smoother movement, less scripting, more time for building. With Animation Graphs, creators can build and blend complex character motion in a visual editor, then run it directly in live games. #RobloxDev https://t.co/vgLYxYReBJ
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