DrOMG
|
  |
| Joined: 21 Oct 2007 |
| Total Posts: 337 |
|
|
| 30 Nov 2014 11:11 PM |
So I have a knight consisting of the basic limbs, and a sword with a Motor6D in the torso called Grip. I made an animation for his idle and walk cycle which looks perfect except for the fact that the finished exported product offsets the sword a stud off to the right.
You can find this in my game called Despondence, press S to go down the platforms and through the portal, W to press the button. Once you see the knight, he'll have the full animation except that the sword's set off to the right, it's very noticeable.
Does this happen for all extra limbs you add to a character, or did I do something wrong with mine? |
|
|
| Report Abuse |
|
|
|
| 30 Nov 2014 11:14 PM |
| The animation was made with the value offset somehow. It is not normal for Roblox to offset additional limbs. |
|
|
| Report Abuse |
|
|
DrOMG
|
  |
| Joined: 21 Oct 2007 |
| Total Posts: 337 |
|
|
| 30 Nov 2014 11:18 PM |
| I always reset the pose whenever I make a new animation, where the Grip's C0 is CFrame.new(). But I just noticed that when I play the animation in the editor it offsets it once, so I should probably just check to make sure it's properly placed before I export it. |
|
|
| Report Abuse |
|
|
|
| 30 Nov 2014 11:20 PM |
| You can also save the animation then restart studio and load it again. It may be that the script bugged out. |
|
|
| Report Abuse |
|
|
DrOMG
|
  |
| Joined: 21 Oct 2007 |
| Total Posts: 337 |
|
|
| 30 Nov 2014 11:23 PM |
| Yeah that works, it's gonna be tedious but it's better than having to guess what the animation's going to look like. Thanks for the help! |
|
|
| Report Abuse |
|
|