Roblox animationtrack - Discgolftaco231: Okay. Well it could also be based on where the character is placed. You're right. The animation does matter where the character is placed. If you animated the character a bit above the ground, The animation will play a bit above the ground. 1 Like. Emskipo (Emskipo) January 3, 2022, 10:52pm #15.

 
It is meant to fire when the AnimationTrack stops playing. If this is not happening, it must be because you’re testing this inside Studio without an active session. Try running the game and then attempting to use the event. repeat task.wait () until AnimationTrack.TimePosition == AnimationTrack.Length.. Death notices ann arbor mi

A read only property that returns the length (in seconds) of an AnimationTrack. This will return 0 until the animation has fully loaded and thus may not be immediately available. When the AnimationTrack.Speed of an AnimationTrack is equal to 1, the animation will take AnimationTrack.Length (in seconds) to complete.Define the animation into the variable. Not sure how your code worked before, because you're loading 2 different animations, and stopping a newly loaded one! It worked! Thank you so much! The way I used the variable was like this: anim = script.Parent.Parent.Humanoid:LoadAnimation (script.Parent.R6Animation) anim:Play () Might as well check ...Click-and-drag the scrubber to the frame position where you want to duplicate the event. Press Control + V ( Command ⌘ + V on Mac). If the original event uses a parameter but the duplicated event should use a modified parameter, perform the following steps: Right-click the duplicated event marker.Head back to your tool. Insert an “Animation” and a “LocalScript” into your tool. Head to the tab at the Roblox that you opened earlier when you submitted the animation. Copy the entire link, then head back to studio. Make sure the properties window is open, then select the animation object.You need to ensure the animation you are loading is the same variable you use to stop it. Try loading the animation within the first if statement, store it as a variable and call that same variable in the else if statement for stopping it. 3 Likes. apenzijncoolenleuk1 (Apenz1) July 7, 2020, 12:01pm #4. hallowynl:This is in Server/Client Studio, Play Solo, and In-Game. The best I can do is if I delay the AnimationTrack:Play () by any amount of time after the game starts, the first keyframe will work. 1 Like. Sir_Yso (Sir_Yso) June 9, 2015, 7:53pm #2. So I figured it out, it only fires once per keyframe, even if the animation loops.If you want to detect player animations in general (assuming you're trying to copy player movement) Animator.AnimationPlayed is an event which fires when an AnimationTrack is being player for a specific character: --Script inside StarterCharacterScripts local Character = script.Parent local Humanoid = Character:WaitForChild ("Humanoid") local ...For those that do not have a ROBLOX animation editor, here is the direct link to the plugin.https://www.roblox.com/catalog/144373835/Roblox-Animation-EditorA...If you port that script to a server script, it won't work if the Humanoid Root Part is anchored, but if you need the animation to play while the HRP is anchored. Here's my script I used. Put this script under The NPC. local Character = script.Parent. local Humanoid = Character:WaitForChild ("Humanoid")Are you struggling with the AnimationTrack limit of 256 tracks for one animator in Roblox? Do you want to know how to fix it or avoid it? Join the discussion in this DevForum thread, where you can find solutions, tips, and feedback from other Roblox developers. Learn how to optimize your animations and make your games more immersive and smooth.I currently want to make an idle animation, when the player isn't moving and has the tool equipped the idle animation would play. The problem is that when a player is moving the idle animation still plays. local tool = script.Parent.Parent local IdleAnim = script.Parent.Idle local loadAnim tool.Equipped:Connect(function() local Char = tool.Parent local animator = Char:WaitForChild("Humanoid ...The way of flight doesn't matter, if it's following the mouse, W,A,S,D or clicking, i just need the script. If you don't want or can't make an entire script (wich i understand) you don't need to, any help is good. Thanks! GEILER123456 (GEILER123456) August 4, 2020, 2:08pm #2. Basically, you would need a BodyVelocity for it.AnimationTrack | Documentation - Roblox Creator Hub. Controls the playback of an animation on a `Class.Humanoid` or `Class.AnimationController`. This object cannot be created, instead it is returned by the `Class.Humanoid:LoadAnimation()` method.The Speed of an AnimationTrack is a read only property that gives the current playback speed of the AnimationTrack.This has a default value of 1. When speed is equal to 1, the amount of time an animation takes to complete is equal to AnimationTrack.Length (in seconds).. If the speed is adjusted, then the actual time it will take a track to play can be computed by dividing the length by the speed.you can check the chat message and play a sound if the chat message is a command. here is a simple example put it in a serverscript: game.Players.PlayerAdded:Connect (function (plr) plr.Chatted:Connect (function (msg) if msg == "/e flex" then print ("sound plays here") end end) end) 1 Like.Facial expression is a critical step in Roblox's march towards making the metaverse a part of people's daily lives through natural and believable avatar interactions. However, animating virtual 3D character faces in real time is an enormous technical challenge. Despite numerous research breakthroughs, there are limited commercial examples ...Create a localscript in StarterGui and paste the following code to try out this example. The code in this sample will play an animation on the local character and print whenever a keyframe that is not named "Keyframe" is reached. AnimationTrack KeyframeReached. local Players = game:GetService ("Players") local player = Players:GetChildren () [1] Hey roblox community I've been having a few issues regarding animations and tools. Theres a glitch that started to show up around 4 months into the making of my game which would say "Animation Track Limit of 256 tracks for one animator exceeded". I thought the problem I had was having the code in my tools LoadAnimation everytime you swing therefore piling up animations. So in order to ...Bug Reports Engine Bugs. devSparkle (devSparkle) December 2, 2021, 6:56pm #1. Reproduction Steps. To reproduce this bug, simply attempt to set the TimePosition property of an AnimationTrack. Expected Behavior. When setting this property, the animation should've jumped to that specific time. Actual Behavior.animation.AnimationId = "http://www.roblox.com/asset/?id=507771019"-- Roblox dance emote. animationTrack = humanoid:LoadAnimation (animation) animationTrack:Play () …the issue is with the line repeat until Held == false it creates an infinite loop that prevents the animation from stopping when Held becomes false. you need to remove it in order for the animation to stop when Held becomes false. updated version of the server script: local rps = game:GetService ("ReplicatedStorage") local event = rps ...1. Jan '22. The events aren’t even required, you can load the animations from the get-go. --SERVER SCRIPT local Tool = script.Parent local Player = …If you wish to use such a KeyframeSequence, you will need to upload it to Roblox as described below. KeyframeSequence Properties. KeyframeSequence.Priority and KeyframeSequence.Loop save the priority and looped animation settings for the sequence. Note that AnimationTrack properties can eventually overwrite these properties at playback time.I was trying to remove loadedanimations from the humanoid but i don’t know how. I tried using :Destroy() on the instance but it didn’t seem to work and for some reason when i use .Stopped:wait() on the animationtrack it &hellip;local path = PathfindingService:CreatePath() local waypoints local currentWaypointIndex local function followPath(destinationObject) path:ComputeAsync(enemyNPC.HumanoidRootPart.Position, destinationObject.Position) waypoints = {} if path.Status == Enum.PathStatus.Success then waypoints = path:GetWaypoints() currentWaypointIndex = 1 humanoid ...So, I encountered this weird issue [What do you want to achieve? ] I made starter character skinned mesh, copied default roblox "Animate" script and configured it [What is the issue?] If you play a little bit it gives an error: "AnimationTrack limit of 256 tracks for one Animator exceeded, new animations will not be played" [What solutions have you tried so far?] I figured that only ...Head back to your tool. Insert an “Animation” and a “LocalScript” into your tool. Head to the tab at the Roblox that you opened earlier when you submitted the animation. Copy the entire link, then head back to studio. Make sure the properties window is open, then select the animation object.animationTrack:GetMarkerReachedSignal ("HoldingUpHand"):Connect (function () animationTrack:AdjustSpeed (0) end) button.Deactivated:Connect (function () animationTrack:AdjustSpeed (-1) -- or something end) So I have an animation which makes a player hold his hand up. I want this animation to stay up until the player stops holding the button."MoveTo" lagging when another player gets close Help and Feedback Scripting Support scripting, help, movement, npc herograme (herograme) October 13, 2023, 12:10am #1 I'm using the code below to render the movement of an NPC along a path X, as if it were a tower defense on the client.Not sure if you can. Confused.For both right and leftPunchAnimationTrack I add a listener: leftPunchAnimationTrack.DidLoop:Connect (function () print ("LOOPED LEFT") end) rightPunchAnimationTrack.DidLoop:Connect (function () print ("LOOPED RIGHT") end) As you can see in the video: the “LOOPED LEFT” is only written once, but the animation is …How Roblox animations work. A character or a model must have a rig in order to animate. A rig consists of attachments and a Motor6D object for each part. The Motor6D object is a non-visual node that your model uses to move two model attachments.. Think of Motor6D as the joint for your character joints. Each joint has six degrees of freedom to move with.AnimationTrack is a class that controls the playback of an animation on a Humanoid. It has properties such as Animation, IsPlaying, Length, Looped, Priority, Speed, TimePosition, …The Roblox API Dump Tool is a utility program that allows you to browse a human-readable dump of Roblox's Lua API, and view upcoming changes to the API before they are officially released. I developed this tool alongside Roblox's JSON API Dump feature while I was an intern at Roblox.So I have a simple question. Once I load an animation, Can I access it without using a script.VirusDefault (Virus) June 24, 2022, 2:48am #10. Yeah…. My game hits the limit but the animations seem to only break on the client-side. There is an animation track limit of 256 tracks on a single Animator. I'm making an FPS game with a lot of animations, and I'm worried I'll hit that limit.Script: local zombTorso = script.Parent:WaitForChild ("Monster_Torso") local hum = script.Parent:WaitForChild ("Humanoid") local pathfinding_service = game:GetService ("PathfindingService") local animation = script.Run local animationTrack = hum:LoadAnimation (animation) local fu...The Speed of an AnimationTrack is a read only property that gives the current playback speed of the AnimationTrack.This has a default value of 1. When speed is equal to 1, the amount of time an animation takes to complete is equal to AnimationTrack.Length (in seconds).. If the speed is adjusted, then the actual time it will take a track to play can be …But as I said, animation weight is not relevant to what you’re trying to do. All you need to do is to make two animations, one where you only make keyframes for the right arm, and another where you only make keyframes for the left arm. Remember to set the animation priority to action (in the animation editor).The ui color changing works though. I've tried a debounce but it didn't work. This is most likely not a problem with the animation, but my code. Thank you for reading. External Media local function checked() if animationTrack.TimePosition >= 0.2 then animationTrack:AdjustSpeed(1) end end script.Parent.Mouse...Oct 23, 2021 · It is meant to fire when the AnimationTrack stops playing. If this is not happening, it must be because you’re testing this inside Studio without an active session. Try running the game and then attempting to use the event. repeat task.wait () until AnimationTrack.TimePosition == AnimationTrack.Length.  · It is difficult to reliably use animations as there are no good ways to detect when an AnimationTrack is loaded and ready to actually start modifying CFrames or have properties be changed or read. It is important to have this capability; three use cases are: When switching between two animations, we want to keep the old one playing until the …Roblox Zulu War British DefenseFOLLOW : https://www.twitch.tv/krakeon1Game Link: https://www.roblox.com/games/2627036812/Zulu-WarCrafter215 (Crafter215) April 20, 2021, 2:58pm #4. AnimationTrack:Play () and AnimationTrack:Stop () have a Fade Time parameter that it takes into account. It will fade the animation weight: AnimTrack2:Play (0.5) wait (5) AnimTrack2:Stop (0.5) 1 Like. So… whenever you play an animation, there is always a quick transition between the current ...Mar 9, 2020 · Previously, in order to perform some logic once a Keyframe has been hit in an animation, you would have to name the Keyframe and then listen for the KeyframeReached signal on an Animation Track. However, this would fire for any Keyframe and then you would have to check against the Keyframe name first. You can see this old flow here. It is difficult to reliably use animations as there are no good ways to detect when an AnimationTrack is loaded and ready to actually start modifying CFrames or have properties be changed or read. It is important to have this capability; three use cases are: When switching between two animations, we want to keep the old one playing until the new one is ready, so that the character doesn't ...As @SnarlyZoo has said, the best thing would be to have you handler or whatever you use for you animations to have an eqiupped animation and an idle hold animation, using just one keyframe and having it on loop. This will play right after or a very short time before the previous animation ends.I want to post an animation module that manipulates the TimePosition property of AnimationTrack, but I want to check with the community, and make sure there is not an issue with the property or the AnimationTrack 's functionality with it before posting it as I can’t seem to find a reason why there is not any information for it. 1 Like.AnimationTrack | Roblox Creator Documentation will return 0 until the animation has fully loaded. So you have to check if the length is > 0. 5 Likes. octanagolamen (RoadToBeastMode) July 29, 2021, 5:00pm #8. From here you can check which one is playing IsPlaying is a property of the animations to check if an animation is playing. ...Then in a script you just either need to start the trail at the start of the animation track playing or add some animation events e.g. SwingStart, SwingEnd, Preparation (You can also put a delay on it and manually line it up) Then stop it once the swing ends. This is just a demo of what such a script could look like. · Do you want to learn how to stop an animation without access to the AnimTrack object in Roblox? Join the discussion on the DevForum and find out different solutions and tips from experienced scripters. You will also see how to use the Humanoid:GetPlayingAnimationTracks() method and the AnimationTrack:Stop() function.DevForum | Roblox1. Jan '22. The events aren’t even required, you can load the animations from the get-go. --SERVER SCRIPT local Tool = script.Parent local Player = Tool:FindFirstAncestorOfClass ( "Player" ) local Character = Player.Character or Player.CharacterAdded:Wait () local Humanoid = Character:WaitForChild ( "Humanoid" ) local Animator = Humanoid ...LoadAnimation(animation: Animation): AnimationTrack Loads an Animation onto an Animator , returning an AnimationTrack . Used to load animations on locally controlled models (such as player characters) from the server.Hello everyone! I have a problem "LoadAnimation requires the asset id to not be empty" but I don't understand why script.Parent.Parent.Activated:Connect(function() script.Disabled = true local animation = script.Animation local humanoid = script.Parent.Parent.Parent.Humanoid local animationtrack = humanoid:LoadAnimation(animation) animationtrack:Play() script.Parent.Handle.Click.Disabled ...The animation weighting system is used to determine how AnimationTrack s playing at the same priority are blended together. The default weight is one, and no movement will be visible on an AnimationTrack with a weight of zero. The pose that is shown at any point in time is determined by the weighted average of all the Pose s and the ...AnimationTrack | Documentation - Roblox Creator Hub. Controls the playback of an animation on a `Class.Humanoid` or `Class.AnimationController`. This object cannot be created, instead it is returned by the `Class.Humanoid:LoadAnimation()` method.Hello everyone! I am working on a game that has a feature where when you die, your character doesn’t actually die, you just ragdoll, go lifeless, and then “respawn” at a spawn CFrame a few seconds later, fixed and ready to go. The only issue is since you don’t actually “die” the Roblox way, when you respawn, if there was an animation playing that either lasted past the respawn or ...The Speed of an AnimationTrack is a read only property that gives the current playback speed of the AnimationTrack.This has a default value of 1. When speed is equal to 1, the amount of time an animation takes to complete is equal to AnimationTrack.Length (in seconds).. If the speed is adjusted, then the actual time it will take a track to play can be computed by dividing the length by the speed.The AnimationTrack.Looped property does not replicate across the client/server boundary. Changing the looped property on the server, does not replicate the property to the clients. I discovered this when trying to set the looped property on an animation track on an NPC via a server side script.The first batch of upgrades for the animation editor are now live! There are some major changes and fixes to the editor as well as to how future bugs will be reported. The goal here is to get the editor into the hands of developers as we improve it so that bugs can be found, as well as helping new developers get into animation. This post is updated for [size=4]V2.2[/size] of the editor. [size ...local function PlayAnimation(character, animation) local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then -- need to use animation object for server access local animator = humanoid:FindFirstChildOfClass("Animator") if animator then local animationTrack = animator:LoadAnimation(animation) animationTrack:Play() return animationTrack end end endLoadAnimation(animation: Animation): AnimationTrack Loads an Animation onto an Animator , returning an AnimationTrack . Used to load animations on locally controlled models (such as player characters) from the server.Cannot store an animationTrack Help and Feedback Scripting Support cocanard (cocanard) February 22, 2023, 3:50pm #1 Hey, I'm trying to do make some sort of fighting script, it mostly work except for the animations :I'm trying to create the animation track when the character is created and store them in a table so that I can play them randomly1 Answer. Sorted by: 1. The Looped property for your AnimationTrack was probably set to true when you created it in the animation editor. You could prevent the animation from looping in one of two ways: Edit the Looped property in the animation editor and update the animation. Set the Looped property to false in your SetAnimation function:i have a animation that starts when K is pressed the problem is that every time i press the key the animation starts but i want it to play until is finished and when it is finished be able to play it again local player = game.Players.LocalPlayer repeat wait() until player.Character.Humanoid local humanoid = player.Character.Humanoid local mouse = player:GetMouse() local anim = Instance.new ...A Roblox developer forum post that asks how to stop a specific animation track without affecting other tracks. The post contains a code sample and a solution provided by another user. The post also mentions the use of Attachment class to control the animation.Ended in the Roblox Creator Documentation Ended in the Roblox API Reference. Ended in the Roblox Creator Documentation Ended in the Roblox API Reference. Roblox Wiki. Explore. Main Page; Discuss; All Pages; Community; ... < Class:AnimationTrack. Sign in to edit View history Talk (0) Ended. Event. Thread safety. Unsafe. Added in. 550 (October 2022)An animatable head model contains an internal facial rig, or bone structure, that drives the deformation of the viewable geometry. When creating a dynamic head in a 3D modeling software, modelers save these bone deformations as individual poses. When importing a head that supports facial animation into Studio, Studio creates a FaceControls ...Try printing the AnimationTrack after you have created variable with loaded animation and checking if track is actually playing on the client script. The server script is fine but the problem is that Keyframe which is suppose to be detected on the client script doesn't being detected.The Speed of an AnimationTrack is a read only property that gives the current playback speed of the AnimationTrack.This has a default value of 1. When speed is equal to 1, the amount of time an animation takes to complete is equal to AnimationTrack.Length (in seconds).. If the speed is adjusted, then the actual time it will take a track to play can be computed by dividing the length by the speed.But as I said, animation weight is not relevant to what you’re trying to do. All you need to do is to make two animations, one where you only make keyframes for the right arm, and another where you only make keyframes for the left arm. Remember to set the animation priority to action (in the animation editor).16:56:42.445 - AnimationTrack limit of 256 tracks for one Animator exceeded, new animations will not be played. (x67) This thread is archived. New comments cannot be posted and votes cannot be cast. 2.I currently want to make an idle animation, when the player isn't moving and has the tool equipped the idle animation would play. The problem is that when a player is moving the idle animation still plays. local tool = script.Parent.Parent local IdleAnim = script.Parent.Idle local loadAnim tool.Equipped:Connect(function() local Char = tool.Parent local animator = Char:WaitForChild("Humanoid ...82. August 30, 2023. Animations replicate to server and other clients but animations don't play on client. Scripting Support. client , animation , animationtracks , replication , client-bugs. 4. 142. May 30, 2023. Chickynoid "CharacterModel" fork for playing multiple animations at once!AnimationTrack | Roblox Creator Documentation will return 0 until the animation has fully loaded. So you have to check if the length is > 0. 5 Likes. octanagolamen (RoadToBeastMode) July 29, 2021, 5:00pm #8. From here you can check which one is playing IsPlaying is a property of the animations to check if an animation is playing. ...animationTrack:GetMarkerReachedSignal ("HoldingUpHand"):Connect (function () animationTrack:AdjustSpeed (0) end) button.Deactivated:Connect (function () animationTrack:AdjustSpeed (-1) -- or something end) So I have an animation which makes a player hold his hand up. I want this animation to stay up until the player stops holding the button.if AnimationTrack1.IsPlaying then AnimationTrack1:Wait () -- you can wait or just break/return end. This would just error, Wait isn't a valid method of animation track instances. AnimationTrack1.Stopped:Wait () You can use the 'Stopped' event/signal to detect when a playing animation track ends (stops).i have a animation that starts when K is pressed the problem is that every time i press the key the animation starts but i want it to play until is finished and when it is finished be able to play it again local player = game.Players.LocalPlayer repeat wait() until player.Character.Humanoid local humanoid = player.Character.Humanoid local mouse = player:GetMouse() local anim = Instance.new ...So, when i run the game on ‘Studio’ something like this appears in output: AnimationTrack limit of 256 tracks for one animator exceeded. no new tracks will be played HERE GOES THE SCRIPT local UserInputService = game:GetService("UserInputService") --//Debounces local punching = false local ACTIVATED = false local Player = …Is there anyway to get if an animation is made by Roblox? For example, I want to get all the playing animations on a character and check if any of them are not made by roblox (so exploiters cant play malicious animations) Here's my script so far: local Character = script.Parent local Humanoid = Character:WaitForChild("Humanoid") local Animator = Humanoid:WaitForChild("Animator") local ...Sep 3, 2015 · AnimationTrack:Pause() - Scripting Support - Roblox Developer ForumLearn how to use the AnimationTrack:Pause() function to pause and resume animations in your Roblox games. Join the discussion with other developers and share your tips and tricks. Hello, i’m trying to figure out if there’s a way to get all the animation events that are in an animations in a table, so i can loop in it and attach a animTrack:GetMarkerReachedSignal() to each one. I searched on google, but did find nothing that could help. i was expecting a method, something like …

You could make the animation longer, then do anim:AdjustSpeed (0) I want to make an animation that has a character holding up food. However, there is an issue. …. E44.ultipro.com

roblox animationtrack

AnimationTrack. Controls the playback of an animation on a `Class.Humanoid` or `Class.AnimationController`. This object cannot be created, instead it is returned by the `Class.Humanoid:LoadAnimation()` method.We use cookies on this site to enhance your user experience. I want to find out more Accept. ×Position change was causing an issue with this animation. So I have a model which I need to scale down, however the animations for it is for the bigger size. Here's what happens when I just scale it down directly: That's related with walk animation and nothing else it's already identified by myself. My skinned mesh model is S1 and I ...Hello, i’m trying to figure out if there’s a way to get all the animation events that are in an animations in a table, so i can loop in it and attach a animTrack:GetMarkerReachedSignal() to each one. I searched on google, but did find nothing that could help. i was expecting a method, something like animTrack:GetMarkers() For now i’m using a table created by me, that contains the name of ...The AnimationTrack Instance Class. View Roblox documentation. Fields animation: Option<InstanceRef> is_playing: bool length: f32 looped: bool priority: AnimationPriority speed: f32 time_position: f32Option<InstanceRef> is_playing: bool length: f32 looped: bool priority: AnimationPriority speed: f32 time_position: f32I think I might be going crazy! I have been stumped on this for over an hour and I don’t know if its my brain shutting down f rom being awake for almost 24 hours or some weird bizzare bug on Roblox’s end. So, I’m trying to play an animation. However, no matter what I do it seems to loop no matter what. The bizzare thing is that the .Stopped event still fires when the animation finishes ...Guessing you are making the animation Instance inside an event. Well, guess what you don't have to. just do. local animation = Instance.new("Animation", humanoid) animation.AnimationId = comboAnimations[combo] animation.Name = "Punch" local track = humanoid.Animator:LoadAnimation(animation) local function onPunch(example) track:Play() end onPunch("Random argument for the fancy lol")1. Jan '22. The events aren't even required, you can load the animations from the get-go. --SERVER SCRIPT local Tool = script.Parent local Player = Tool:FindFirstAncestorOfClass ( "Player" ) local Character = Player.Character or Player.CharacterAdded:Wait () local Humanoid = Character:WaitForChild ( "Humanoid" ) local Animator = Humanoid ...The Speed of an AnimationTrack is a read only property that gives the current playback speed of the AnimationTrack.This has a default value of 1. When speed is equal to 1, the amount of time an animation takes to complete is equal to AnimationTrack.Length (in seconds).. If the speed is adjusted, then the actual time it will take a track to play can be …We use cookies on this site to enhance your user experience. I want to find out more Accept. ×Hello! I get this message sometimes, but not all the time. Usually, when the game has been on for a long time it starts. Where I think it comes from is when my NPCs move around in my game. I just put the normal "Animate" script (it is not a local script) that every character has in my NPCs. Should I not do that? Also when I got this message the game has been on for 6 hours in studio. And I ...We’re excited to release AnimationTrack.Ended - a new event on the AnimationTrack instance. Currently, AnimationTrack.Stopped event work as intended. …Roblox User Base. Go to Educator Onboarding. is a curve-based animation editing interface within the that allows you to see and modify how a rig's position and orientation changes between keyframes through color-coded curve graphs. Instead of using the default Dope Sheet Editor timeline's method of manually moving the scrubber from one frame to ....

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