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| 02 Dec 2013 03:30 PM |
| I made animations for my game, and when I went on it with my friends the person who had the sword was doing the regular animations. However, for the other players the animation looked messed up. Please help!! |
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agrotrona
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| Joined: 21 Sep 2009 |
| Total Posts: 129 |
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| 02 Dec 2013 03:35 PM |
| I am not really confortable with roblox animation's system but I can maybe help you if you give me more precisions. |
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| 02 Dec 2013 03:39 PM |
| I meant motor6d's sorry. Anyway, my game has its own animations made with me. It also doesn't use the tool system. It equips the tool and all fine, but my animation looks different for each person.It basically just changes the C0 properties and then puts them back. |
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agrotrona
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| Joined: 21 Sep 2009 |
| Total Posts: 129 |
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| 02 Dec 2013 03:53 PM |
| I don't understand your problem? Your code is just wrong I think... |
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| 02 Dec 2013 04:07 PM |
| You're going to have to post your code for us to do anything. |
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| 02 Dec 2013 04:19 PM |
Okay here is my animations. Its in a local script... And this is called throughout swords and stuff I have. _G.Slash=function() coroutine.resume(coroutine.create(function() if _G.AnimationDebounce==true then return end _G.AnimationDebounce=true _G.RightArmActive=false _G.Character.Torso["Right Shoulder"].DesiredAngle=math.pi/2 _G.Character.Torso["Right Shoulder"].MaxVelocity=.3 for i = 1,7 do _G.Character.Torso["Right Shoulder"].C0=_G.Character.Torso["Right Shoulder"].C0*CFrame.Angles(math.rad(5),0,math.rad(3)) wait() end wait(.2)
_G.Character.Torso["Right Shoulder"].DesiredAngle=0 for i = 1,5 do _G.Character.HumanoidRootPart.RootJoint.C0=_G.Character.HumanoidRootPart.RootJoint.C0*CFrame.Angles(0,0,math.rad(8)) wait() end for i = 1,7 do _G.Character.Torso["Right Shoulder"].C0=_G.Character.Torso["Right Shoulder"].C0*CFrame.Angles(-math.rad(5),0,-math.rad(3)) wait() end for i = 1,10 do _G.Character.HumanoidRootPart.RootJoint.C0=_G.Character.HumanoidRootPart.RootJoint.C0*CFrame.Angles(0,0,-math.rad(4)) wait() end _G.RightArmActive=true _G.Character.Torso["Right Shoulder"].MaxVelocity=.1 _G.Character.Torso["Right Shoulder"].C0=CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) _G.AnimationDebounce=false end)) end
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| 02 Dec 2013 04:27 PM |
| Im about as thumped as you are on this, but mastrj is one of the masters of animations, i'd recommend looking at his scripts on his dragonball game. |
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| 02 Dec 2013 04:29 PM |
| Do you think it has to do with it being a local script? |
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| 02 Dec 2013 04:31 PM |
| What is the local script even for, anywho? |
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| 02 Dec 2013 04:33 PM |
When I create animations, I don't use motors. I just create new welds. For example:
part0= --the part part1= --the part weld=Instance.new("Weld",parent) weld.C0= --cframe values weld.C1= --cframe values
Then you can just change them like that. I've honestly never even messed with Motors before. |
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| 02 Dec 2013 04:35 PM |
^I just remembered that. And you beat me to it x_x But yeah, welding is the way to go. |
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| 02 Dec 2013 04:37 PM |
| Well mine uses DesiredAngle qq |
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| 02 Dec 2013 04:38 PM |
| I would help you however I can't because, like I said, I've never used motors before. |
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