How to add animations to your asset template
This guide shows how to package animations so SuperbulletAI can guide users to re-upload them and wire the correct asset IDs automatically.
Why re-upload is required
Due to Roblox platform permissions, animations must be owned by the experience creator (you or your group). Even if an animation is included in a template, it must be re-uploaded under your account or group to be playable in your game.
Prerequisite: connect the SuperbulletAI plugin and server
For the assets to appear under ReplicatedStorage/To_Upload_By_User/Animations in Studio, ensure the SuperbulletAI Plugin is installed and connected to the local SuperbulletAI server.
- Open the SuperbulletAI application to start the local server.
- In Roblox Studio, enable the SuperbulletAI plugin and confirm it shows as connected.
- If disconnected, the
To_Upload_By_User/Animationsfolder may not appear and validation will not work.
What you need to include in your zip
Place animation instances as .rbxm or .rbxmx files under the required folder. Each file should contain a single KeyframeSequence Roblox Studio Instance (Animation data).
TemplateSystem.zip
└─ To_Upload_By_User/
└─ Animations/
├─ RunForward.rbxm
├─ JumpStart.rbxm
└─ DoorOpen.rbxmxNotes:
- Use one
KeyframeSequence(Roblox Studio Instance) per file. - File format can be
.rbxmor.rbxmx. - Do not add scripts or extra folders here.
- If you include animation files, you must reference them via
file_pathinsidesuperbullet_metadata.json.
Where these appear in Roblox Studio
When the template is opened in Studio, these will appear at:
ReplicatedStorage/To_Upload_By_User/AnimationsYou’ll see each KeyframeSequence instance ready to re-upload.
Warning: If the SuperbulletAI plugin is not connected to the local SuperbulletAI server, this folder may not appear and animations cannot be validated. Open the SuperbulletAI application to start the server and reconnect the plugin in Studio.
How users re-upload animations (Studio steps)
For each KeyframeSequence under ReplicatedStorage/To_Upload_By_User/Animations:
- Right-click the KeyframeSequence.
- Choose: Save/Export → Save to Roblox...
- Name it clearly (e.g., "DoorOpen").
- Set the
Creatorcorrectly:- Use your Group if the game belongs to a group (recommended for team games).
- Use your personal account only if the game is under your user.
- Complete the upload.
Important: If ownership does not match your experience (e.g., uploaded under a different user), animations may not play.
How SuperbulletAI uses the IDs
During extraction, SuperbulletAI detects entries in To_Upload_By_User/Animations and prompts for the newly uploaded Animation IDs. The importer blocks progress until valid IDs are provided to ensure everything will play in your experience.
On save, the app writes a mapping (Lua or JSON) the systems can consume, for example:
-- ReplicatedStorage/SharedSource/Datas/AssetIds.lua
return {
Animations = {
RunForward = "rbxassetid://1234567890",
DoorOpen = "rbxassetid://987654321"
}
}How replacements are determined (path + placeholders)
- Source file path: Pre‑extraction. Start at the service root (e.g.,
ReplicatedStorage/SharedSource/...orServerScriptService/Server/...). TheUnpack_On_Source/root is implied; do not include it. - Placeholder pattern: Use unique, collision‑resistant tokens like
[===[DoorOpen]===]inside text files (Lua/JSON/etc.). - Key matching: The placeholder name (e.g.,
DoorOpen) should match the animation key shown in the Assets Modal. By default this is the file basename fromTo_Upload_By_User/Animations/<Key>.rbxm(x). - Replacement value: Each
[===[<Key>]===]is replaced withrbxassetid://<UploadedId>.
Example (inline placeholder in Lua):
-- Before
local OPEN_ANIM_ID = "[===[DoorOpen]===]"
-- After providing IDs (DoorOpen => 987654321)
local OPEN_ANIM_ID = "rbxassetid://987654321"Tip: Prefer centralizing IDs in ReplicatedStorage/SharedSource/Datas/AssetIds.lua and referencing them from code. Inline placeholders are supported but a shared map improves maintainability.
superbullet_metadata.json (token-to-file mapping)
Add a mapping file at To_Upload_By_User/Animations/superbullet_metadata.json so the importer knows which animation file to upload and where to replace placeholder tokens. There are two methods for specifying replacements:
Method 1: Primary (token-based) — Replaces in Lua source files
Use this method when you want the asset ID inserted directly into your Lua code automatically.
| Field | Required | Description |
|---|---|---|
file_path | Yes | Path from zip root to the animation file |
source_path | Yes | Path to the Lua file containing the token |
token | Yes | Exact placeholder string to replace in the Lua file |
display_name | No | UI label in Assets Modal (defaults to file basename) |
[
{
"display_name": "Animation 1",
"file_path": "To_Upload_By_User/Animations/Animation_ID_1.rbxm",
"source_path": "ReplicatedStorage/SharedSource/Datas/SampleSystemData.lua",
"token": "[===[Animation_ID_1]===]"
},
{
"display_name": "Run Forward",
"file_path": "To_Upload_By_User/Animations/RunForward.rbxm",
"source_path": "ReplicatedStorage/ClientSource/Client/SampleSystem/Others/Movement.lua",
"token": "[===[RunForward]===]"
}
]Method 2: Fallback (instruction_token) — Replaces in Instructions.md
Use this method when you want the asset ID communicated via instructions instead of automatic code insertion. The user will see the replaced IDs in the chat instructions and can manually copy them where needed.
| Field | Required | Description |
|---|---|---|
file_path | Yes | Path from zip root to the animation file |
instruction_token | Yes | Placeholder string to replace in Instructions.md |
display_name | Yes | UI label in Assets Modal |
token | Must be absent | If present, primary method is used instead |
source_path | No | Not needed (targets Instructions.md, not a Lua file) |
[
{
"instruction_token": "{{WALK_ANIMATION_ID}}",
"display_name": "Walk Animation",
"file_path": "To_Upload_By_User/Animations/Walk.rbxm"
},
{
"instruction_token": "{{RUN_ANIMATION_ID}}",
"display_name": "Run Animation",
"file_path": "To_Upload_By_User/Animations/Run.rbxm"
}
]Instructions.md example (before upload):
After uploading, configure your animations:
- Walk Animation ID: {{WALK_ANIMATION_ID}}
- Run Animation ID: {{RUN_ANIMATION_ID}}Instructions.md sent to chat (after upload):
After uploading, configure your animations:
- Walk Animation ID: rbxassetid://111222333
- Run Animation ID: rbxassetid://444555666When to use each method
| Use Case | Method |
|---|---|
| Asset ID needs to be inserted directly into Lua code | Primary (token) |
| Template creator has control over the Lua source files | Primary (token) |
| Automatic code integration is desired | Primary (token) |
| Asset ID should be communicated via instructions | Fallback (instruction_token) |
| User will manually copy the ID into their code | Fallback (instruction_token) |
| Template doesn't have a specific Lua file to modify | Fallback (instruction_token) |
Example: The "Fireball Skill" template uses the fallback method. Download it from the marketplace panel or request it from your team to see a working implementation.
Rules for primary method (token)
file_path(required): Full path from the zip root to the actual animation file to upload, including the leadingTo_Upload_By_User/Animations/folder. Use forward slashes. Examples:To_Upload_By_User/Animations/RunForward.rbxm,To_Upload_By_User/Animations/Character/Jump.rbxmx.- Use
source_pathas a pre‑extraction path starting at the Roblox service root (e.g.,ReplicatedStorage/,ServerScriptService/), using forward slashes. TheUnpack_On_Source/root is implied; do not include it. - The
tokenis the exact placeholder string to replace. It must appear verbatim in the target file. - Provide one entry per placeholder occurrence you want replaced.
- Do not include the token string anywhere in the
source_pathor its folders/filename. Tokens must appear only inside file contents, never in paths. display_name(optional): Controls the label shown in the Assets Modal. If omitted, the UI uses the derived key (usually the file basename).
If the token is not found in the specified file, validation will fail and you'll be prompted to fix the path or the token.
Rules for fallback method (instruction_token)
file_path(required): Full path from the zip root to the animation file.instruction_token(required): The exact placeholder string to find and replace inInstructions.md. Use a distinctive format like{{ANIMATION_NAME_ID}}to avoid accidental matches.display_name(required for fallback): The label shown in the Assets Modal.- Do not include a
tokenfield — its presence activates the primary method instead. - The
instruction_tokenplaceholder must exist in yourInstructions.mdfile.
Best practices
- Not supported: shipping or mutating Roblox Studio
AnimationInstances in marketplace content. Instances included underTo_Upload_By_User/Animationsexist only to help users re‑upload; SuperbulletAI does not edit Instance properties. - Do this instead: store Animation asset IDs in a source file (for example
ReplicatedStorage/SharedSource/Datas/AssetIds.lua) and createAnimationInstances at runtime.
Example (runtime creation):
local AssetIds = require(ReplicatedStorage.SharedSource.Datas.AssetIds)
local function loadAnimation(humanoid, key)
local animator = humanoid:FindFirstChildOfClass("Animator") or Instance.new("Animator", humanoid)
local anim = Instance.new("Animation")
anim.AnimationId = AssetIds.Animations[key]
local track = animator:LoadAnimation(anim)
return track
end
-- usage
local runTrack = loadAnimation(humanoid, "RunForward")
runTrack:Play()Why: Keeping only IDs in source and creating instances on demand avoids brittle property edits and keeps templates deterministic.
Checklist
- Each animation is a single
KeyframeSequencesaved as.rbxm/.rbxmx. - Files live under
To_Upload_By_User/Animations/. - You (or your group) re-upload each animation in Studio.
- Provide the resulting asset IDs when prompted by SuperbulletAI.
- Each metadata entry includes
file_pathpointing to the animation file to upload.