Fedorakid
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| Joined: 17 Jul 2010 |
| Total Posts: 7079 |
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| 15 Nov 2014 11:01 AM |
I am animating with welds and when I change the X axis, it does JUST the same as the Z axis but the opposite, which shouldn't happen because you can just use minus. I can't animate my arm out to the side because there is no such existing axis.
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| 15 Nov 2014 11:37 AM |
| Can we see a snip of the code that is doing this? |
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Fedorakid
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| Joined: 17 Jul 2010 |
| Total Posts: 7079 |
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| 15 Nov 2014 11:40 AM |
Well, I kind of want another method since this seems like a bad one, how does people make good animations without the animation editor? If you say welds, then don't assume I know what to do because I've tried.
--Start Animation char.Torso["Right Shoulder"].Part1 = nil aw = Instance.new("ManualWeld", char) aw.Part0 = char.Torso aw.Part1 = char["Right Arm"] aw.C0 = char.Torso["Right Shoulder"].C0 aw.C1 = CFrame.new(-.5,.5,0) * CFrame.Angles(math.rad(10),math.rad(90),0) * CFrame.Angles(0,0,0)
---Ending animation aw:Destroy() char.Torso["Right Shoulder"].Part1 = char["Right Arm"] |
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Fedorakid
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| Joined: 17 Jul 2010 |
| Total Posts: 7079 |
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| 15 Nov 2014 11:41 AM |
| How does people move stuff so smoothly? Only wway to do it with welds I see is loop a number and put the loop in the angles, how can I animate.. |
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Fedorakid
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| Joined: 17 Jul 2010 |
| Total Posts: 7079 |
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| 15 Nov 2014 12:59 PM |
I still need another method but the animation editor since this animation isn't so big and has to much detail for me to use in the animation editor. So how do you animate without the animation editor, SH? |
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Statuezz
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| Joined: 26 Sep 2013 |
| Total Posts: 131 |
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| 15 Nov 2014 01:01 PM |
| Custom tweening functions; I suggest looking into some free models before attempting your own. |
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Fedorakid
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| Joined: 17 Jul 2010 |
| Total Posts: 7079 |
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| 15 Nov 2014 01:04 PM |
| I'm gonna need more information than that, that's one of the type of comments that doesen't get me anywhere. Bump. |
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Fedorakid
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| Joined: 17 Jul 2010 |
| Total Posts: 7079 |
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Fedorakid
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| Joined: 17 Jul 2010 |
| Total Posts: 7079 |
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| 15 Nov 2014 02:17 PM |
Some users created custom tweening functions that use math to update the CFrame from one position to another. They are like the :TweenSize() and :TweenPosition() and :TweenSizeAndPosition() methods for Gui's, but they are user created, and not built-in to ROBLOX.
However, as a simpler approach, to make the following animation smoother:
for i = 1,10 do motor.C0 = motor.C0 *CFrame.Angles(0,.1,0) wait() end
You can make it run faster by subtracting from the second number in the for loop and adding to the *CFrame.Angles part, like so:
for i = 1,5 do motor.C0 = motor.C0 *CFrame.Angles(0,.2,0) wait() end
This will be twice as fast, and produce the same result, since 5*.2 == 10*.1.
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| 15 Nov 2014 02:19 PM |
| Welds can be weird like that sometimes. |
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Fedorakid
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| Joined: 17 Jul 2010 |
| Total Posts: 7079 |
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| 15 Nov 2014 05:04 PM |
@Itha, I can do just that, but the problem to why I can't continue:
I can only animate one axis smoothly because it requires to make two loops when I want to animate two axises in different rotations.
And when I run a loop inside a loop which I have to when creating two of them, it messes up completely. |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 15 Nov 2014 05:08 PM |
| I have a tweening library with V3Rot and V3Pos, but I haven't been bothered to add CFrame support :/ |
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Fedorakid
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| Joined: 17 Jul 2010 |
| Total Posts: 7079 |
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