u/Appropriate-Neck-405

Does anyone know where this launch pad model comes from?
▲ 2 r/Robloxanimation+1 crossposts

Does anyone know where this launch pad model comes from?

I've noticed that a lot of Roblox Fortnite/Fortline-style games use the exact same launch/bounce pad model shown in the attached image.

Does anyone know where this model originally comes from or where I can get it? Maybe it's from an old free model, Battle Royale kit, uncopylocked game, or Creator Store asset.

I'm mainly looking for the exact model, not just a similar jump pad.

Thanks!

▲ 2 r/Robloxanimation+1 crossposts

How do Roblox games preserve Player Choice animations while strafing/backpedaling?

I’m developing a third-person shooter and I’m trying to understand how some Roblox games handle directional movement animations.

I want the game to use the player’s own selected/purchased Roblox animation pack, but still have realistic movement while the character stays facing the camera:

  • W = walk forward
  • S = realistic backward walk
  • A/D = realistic left/right strafing
  • diagonals should also look correct

A good example is FORTLINE. I tested it with several different purchased animation packs, including Popular Walk, and it somehow adapts to each one. The character still keeps noticeable parts of the player’s personal animation style (for example the arm movement), while the legs correctly strafe or walk backward.

So it doesn’t seem like they are simply replacing everyone’s animations with one fixed directional animation set.

Does anyone know how this is normally achieved?

Is it done with UseStrafingAnimations, a modified Animate script, LinearVelocity attributes/blending, or some other system/plugin?

I’m mainly trying to understand how games like FORTLINE preserve arbitrary Player Choice animations while still getting proper forward/back/left/right locomotion.

reddit.com
u/Appropriate-Neck-405 — 6 days ago