roblox-characters-animation
Characters and animation - Humanoid properties/states, spawning (LoadCharacterAsync), health and damage, HumanoidDescription appearance, Animator/AnimationTrack playback, priorities and markers, default animation replacement, Tools, TweenService, IKControl, Character Controller Library (beta). Use when changing movement, abilities, damage, respawn, avatars, animations, tweens, or tools/weapons.
How do I install this agent skill?
npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-characters-animationIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides legitimate instructions and Luau code snippets for managing character properties, animations, and abilities within the Roblox game engine. It includes security best practices, such as recommending server-side validation for player attributes to prevent client-side exploitation. No malicious patterns or security risks were detected.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
Characters and animation
Character basics
- A player character is a
Modelwith aHumanoid,HumanoidRootPart(the root; move the character withcharacter:PivotTo(cframe)), R15 body parts, and anAnimateLocalScript. - Defaults (walk speed, jump, health, R6/R15, collisions, body scaling) are configured in Studio's
Avatar Settings window and
StarterPlayer(CharacterWalkSpeed,CharacterJumpHeightorCharacterUseJumpPower+CharacterJumpPower). - Custom character: put a
ModelnamedStarterCharacterinStarterPlayer. Custom per-player spawns:Players.CharacterAutoLoads = false, thenplayer:LoadCharacterAsync()when ready (e.g. after data loads).LoadCharacter(non-Async) is deprecated. - Characters are destroyed and recreated on death/respawn: bind per-character logic in
CharacterAdded. - Client-set
WalkSpeed/JumpHeightare trivially exploitable; enforce limits on the server or use server authority (roblox-security,roblox-physics).
Health and damage (server)
--!strict
local Players = game:GetService("Players")
local function damage(target: Model, amount: number, source: Player?)
local humanoid = target:FindFirstChildOfClass("Humanoid")
if not humanoid or humanoid.Health <= 0 then
return
end
humanoid:SetAttribute("LastDamagedBy", if source then source.UserId else 0)
humanoid:TakeDamage(amount) -- respects ForceField; use Health -= amount to bypass
end
Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
local humanoid = character:WaitForChild("Humanoid") :: Humanoid
humanoid.MaxHealth = 150
humanoid.Health = 150
humanoid.Died:Once(function()
local killerId = humanoid:GetAttribute("LastDamagedBy")
print(`{player.Name} died (killer {killerId})`)
end)
end)
end)
return damage
- Disable default regen by deleting/replacing the
Healthscript viaStarterCharacterScripts. Humanoid.BreakJointsOnDeath = false+ ragdoll constraints for ragdolls.- States:
humanoid:ChangeState(Enum.HumanoidStateType.Jumping),SetStateEnabled(state, false),StateChanged.MoveDirection,FloorMaterial,RootPart,SeatPartare read-only helpers. humanoid:MoveTo(position)walks NPCs (times out after 8 s; re-issue for long paths — seeroblox-npc-ai).
Appearance
--!strict
local Players = game:GetService("Players")
local function applyUniform(player: Player)
local character = player.Character
local humanoid = character and character:FindFirstChildOfClass("Humanoid")
if not humanoid then
return
end
local ok, description = pcall(function()
return Players:GetHumanoidDescriptionFromUserIdAsync(player.UserId)
end)
if not ok then
return
end
description.Shirt = 123456 -- asset ids
description.Pants = 654321
description.HeightScale = 1.05
pcall(function()
humanoid:ApplyDescriptionAsync(description) -- server-side; replicates
end)
end
return applyUniform
Player:LoadCharacterWithHumanoidDescriptionAsync(description) spawns directly with an outfit.
All the non-Async variants (ApplyDescription, GetHumanoidDescriptionFromUserId, ...) are deprecated.
Animation playback
--!strict
local function playAttack(character: Model, animation: Animation): AnimationTrack?
local humanoid = character:FindFirstChildOfClass("Humanoid")
local animator = humanoid and humanoid:FindFirstChildOfClass("Animator")
if not animator then
return nil
end
local track = animator:LoadAnimation(animation) -- Humanoid:LoadAnimation is deprecated
track.Priority = Enum.AnimationPriority.Action
track.Looped = false
track:GetMarkerReachedSignal("Hit"):Connect(function(param)
print("hit frame reached", param) -- apply damage window, play sound, etc.
end)
track:Play(0.1) -- fade time
return track
end
return playAttack
- Where to play: the local player's own character → play on the client (replicates automatically via its Animator); NPCs → play on the server (or on clients for purely cosmetic, high-count NPCs).
- Load each
Animationonce per Animator and reuse the track; don't callLoadAnimationevery time an action happens (there's a per-Animator track limit). Exception: server authority (query live tracks). - Priorities:
Core < Idle < Movement < Action < Action2 < Action3 < Action4. Blend withAdjustWeight, change speed withAdjustSpeed, stop withStop(fadeTime). - Events:
track.Stopped,track.Ended, markers viaGetMarkerReachedSignal(KeyframeReachedis superseded). - Animation assets must be owned by (or shared with, via asset permissions) the experience's owner — otherwise they silently fail to play in live servers.
- Replace defaults by editing the
Animatescript'sStringValue/Animationchildren (animate.run.RunAnim.AnimationId) onCharacterAdded, or ship a customAnimateinStarterCharacterScripts. - Procedural:
IKControl(look-at, foot planting, reaching) instead of hand-written joint math.
Tweening
--!strict
local TweenService = game:GetService("TweenService")
local door = Instance.new("Part")
door.Anchored = true
door.Parent = workspace
local info = TweenInfo.new(0.6, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
local open = TweenService:Create(door, info, { CFrame = door.CFrame * CFrame.new(0, 8, 0) })
open.Completed:Once(function(state)
print("door tween finished:", state)
end)
open:Play()
- Tween anchored parts or UI. For unanchored/physics objects use constraints.
- Tweening on the server replicates every frame and stutters: for visual-only motion, tween on each client (the server sets the final state or an attribute clients react to).
- Models: tween a
CFrameValueand callmodel:PivotTo(value)in itsChangedhandler, or tween the primary part with the rest welded to it. TweenService:GetValue(alpha, style, direction)for custom interpolation;SmoothDampfor follow motion.
Tools
Tool in StarterPack/Backpack with a Handle part (or RequiresHandle = false). Equipped,
Unequipped, Activated fire on both client and server (Activated comes from the client: validate
rate and state on the server). Keep weapon logic in modules and use tags rather than scripts inside
every tool clone.
Character Controller Library (beta)
Roblox's CCL (require("@rbx/AvatarAbilities")) replaces the fixed Humanoid state machine with
composable abilities (Running, Jumping, Climbing, custom Dash...) coordinated by labels, sensors,
conditions (StartsWhen/RunsWhile with All/Any/Not), conflicts (Blocks/Stops/Suspends),
and lifecycle callbacks. Enable it via File → Beta Features and Avatar Settings → Movement →
Abilities. Only use it when the project has opted in; APIs may change while in beta.
Sketch: references/character-controller-library.md.
Related skills
roblox-npc-ai (NPC movement), roblox-physics (ragdolls, knockback), roblox-input (ability inputs),
roblox-security (movement/damage validation), roblox-game-systems (combat).
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/el4cteo/roblox-skills/roblox-characters-animation">View roblox-characters-animation on skillZs</a>