MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 03 Feb 2015 04:41 PM |
| I'm trying to turn the character using the RootJoint Motor6D in the HumanoidRootPart, however, whenever the current angle is changed, it is reset to 0. Why is this? I seem to remember being able to use it in the past. |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 03 Feb 2015 04:42 PM |
| DesiredAngle isn't an issue, as it is what I'm using to change CurrentAngle. |
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| 03 Feb 2015 04:46 PM |
| Change DesiredAngle instead. |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 03 Feb 2015 04:47 PM |
| See my self-reply. It IS what I'm changing. I miss-worded the original post slightly. My mistake. |
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| 03 Feb 2015 04:49 PM |
| And I'm sure you have the speed set to something other than 0? |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 03 Feb 2015 04:53 PM |
Yes, the speed is the 0.1 default the RootJoint starts with. An interesting observation, if I bump that speed up to about 50, the torso jerks to the angle before bouncing back to 0. I feel like the engine is interfering somehow, but I don't know why that would be. Also, I've tried disabling the Animate script in the character.
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 03 Feb 2015 05:12 PM |
Are both sides of the joint grounded? (Grounded means anchored, or connected to an anchored part) |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 03 Feb 2015 05:33 PM |
| I have made no changes to the player character. The only thing I've done is set the Motor6D's desired angle. It may be helpful if you attempted it yourself. Just start a studio place in solo and find the RootJoint in your character. Set the DesiredAngle. I'd love to know if this is just something happening to me. |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 03 Feb 2015 07:10 PM |
| Just did a test solo, it seems as though none of the Joints work with CurrentAngle/DesiredAngle of player characters anymore, but I doubt it, as that would break many games. Very weird. |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 03 Feb 2015 07:18 PM |
| I just noticed the idling animation still runs when Animate is disabled. Seems to be set on loop. Most likely, that's what's interfering. Trying to find a way to kill it from another script. |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 03 Feb 2015 07:33 PM |
| As an added note, it turns out all the default animations are set on loop. Of Animate is disabled at the right time, it will get stuck on it. Still trying to find a way to kill these. Seems like a full set of custom animation are the only way to deal with this. |
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