Subete
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| Joined: 10 Jul 2011 |
| Total Posts: 917 |
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| 05 Oct 2014 10:02 PM |
I've been considering making my own animations for some time now, but it seems kindof daunting.
Questions-
1. What's the best way to do animations? (i've heard you can do them a few different ways..)
2. Any good visual tutorials on them?
3. What's a good 'beginner' animation to start with so to speak? |
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| 05 Oct 2014 10:11 PM |
DO NOT get in the habit of using studio animations. They're hard to loop, and they end up looking like animations from R2D (no smoothing end point lerping. looks cheap).
cons of studio animations:
1) Way more control with scripted animations. With studio animations, you have to purchase it just to see what it looks like on your own character.
2) Hard to make good looking gun animations. All good animators use scripted animations for their guns so they can make things like aiming, good reloading, etc.
pros of studio animations:
1) they're good for small animations like attacks, jumping, etc
2) less likely to be affected by roblox
3) scripted animations can easily be messed up by the default animation script if you don't destroy it in time (someone ends up getting flung a short distance, or moves all over the place before you destroy the default animation script). This can easily be fixed (In online mode) by using a repeat loop, or a while loop and using wait(0) to search for it, then destroying it. I've done this, and I haven't had not one issue in online mode so far.
4) less worry about future issues
Overall, I'd say scripted animations are better. They're way less limited, and will save you a lot of money. And they end up looking better.
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Subete
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| Joined: 10 Jul 2011 |
| Total Posts: 917 |
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| 05 Oct 2014 10:16 PM |
Thank you senpai, your post was wonderfully full of information. :)
I'd still like to know if you know of any good tutorials on them though, just as a starting point. (i'm also more of a visual learner, learned better from youtube videos than the wiki :s) |
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| 05 Oct 2014 10:24 PM |
This is a CLerp. It's what I'm using for my animaitons right now.
the first argument is the motor's C0, and the second argument is also the Motor's C0, or a CFrame variable. the third argument is the speed (which will be a number)
Example:
local plr = game.Players.LocalPlayer; repeat wait() until plr.Character; function equation(alph, brav, char) return alph + (brav - alph) * char; end function tableLerp(start, lerpTo, speed) local table1 = {start.x, start.y, start.z, start:toEulerAnglesXYZ()} local table2 = {lerpTo.x, lerpTo.y, lerpTo.z, lerpTo:toEulerAnglesXYZ()} for tab, __ in pairs(table1) do table1[tab] = equation(__, table2[tab], speed); end return CFrame.new(table1[1], table1[2], table1[3]) * CFrame.Angles(select(4,unpack(table1))); end
local motor = plr.Character.Torso["Right Shoulder"]; local m = motor.C0; while wait(0) do m = CFrame.new(1.5,1,0) * CFrame.Angles(1.57 + math.sin(tick() * 8),0,0); motor.C0 = tableLerp(motor.C0, m, 0.5); end |
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| 05 Oct 2014 11:53 PM |
| Hey im new to lua and coding in general. How to I set the motor to where i need it to be. Im having some fun building character models with elbows, knees, and fingers but i have no idea how to link these segments of body parts together. Any examples would be appreciated along with any advice you may have. |
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128GB
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| Joined: 17 Apr 2014 |
| Total Posts: 8056 |
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| 06 Oct 2014 12:07 AM |
If you are new to lua I suggest you watch some of these videos https://www.youtube.com/watch?v=Urvn69ZbM_Y
Until you understand them, and make simpler things than character animations to start with |
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| 06 Oct 2014 12:24 AM |
Its all the same to me. Id rather jump into something hard since theres going to be more to learn in it. I attempted something about a year ago and im glad the wiki got a face lift. It still could use more examples though. thanks for the link.
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