Fedorakid
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| Joined: 17 Jul 2010 |
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| 03 Aug 2015 12:12 AM |
in others word:
the C0 or C1
but problem is it wont give me right results
when i print the arms C0 and C1 shoulders, it prints same things which isnt correct cos arms always move (cos roblox animations)
so????? |
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Fedorakid
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| Joined: 17 Jul 2010 |
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| 03 Aug 2015 12:46 AM |
I think its c1.
Not sure tho. |
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Fedorakid
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| 03 Aug 2015 01:29 AM |
Steps on how to be a not-idiot.
1, Read content of the forum.
C0 nor C1 tells me the angle for when the roblox animations moves them. It just gives out same results constantly |
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| 03 Aug 2015 01:34 AM |
C1 and C0 aren't related to animations and are manipulated separately, so that's why you aren't getting any results. I'd look into comparing the actual Rotation property of the torso/arm and see if that does anything.
FilteringDisabled is for squares |
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Fedorakid
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| Joined: 17 Jul 2010 |
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| 03 Aug 2015 01:48 AM |
"C1 and C0 arent related to animations"
well, when your arms move of course they are animated. and the only thing connecting arms are the welds/motors which uses C1 or C0/both
also how do i compare the torso/arm rotation |
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AxisAngle
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Fedorakid
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| Joined: 17 Jul 2010 |
| Total Posts: 7079 |
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| 03 Aug 2015 06:11 AM |
sure tell me how i might agree i cant think of how tho
bump |
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| 03 Aug 2015 06:49 AM |
newrot=CHARACTER['Left Arm'].Rotation-CHARACTER.Torso.Rotation print(newrot) |
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Fedorakid
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| 03 Aug 2015 07:19 AM |
@robert
yes ik that part
but from what i learnt days ago
rotation isnt the same as cframe.angles
i rotated a thing with the studio tools, then used the rotation property numbers in angles and ended up differentely |
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| 03 Aug 2015 07:20 AM |
You're ignorant. [2]
FilteringDisabled is for squares |
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Fedorakid
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| Joined: 17 Jul 2010 |
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| 03 Aug 2015 07:22 AM |
yes yes people
call me ignorant even if i ask for a reason and dont get one :p |
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| 03 Aug 2015 07:25 AM |
"used the rotation property numbers in angles"
Don't use the rotation property numbers in angles, use them in rotation... |
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Fedorakid
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| 03 Aug 2015 07:26 AM |
| cant find any rotation property here http://wiki.roblox.com/index.php?title=API:Class/Weld |
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| 03 Aug 2015 07:29 AM |
If you are playing with welds, then you want cframes, not rotations...
newrot=CHARACTER['Left Arm'].CFrame-CHARACTER.Torso.CFrame print(newrot) |
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sparker22
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| Joined: 11 Mar 2010 |
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| 03 Aug 2015 07:30 AM |
1. C0 and C1 take a CFrame has a value. CFrames store rotation as well. 2. Roblox uses Motor6D not welds. http://wiki.roblox.com/index.php?title=API:Class/Motor6D |
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Fedorakid
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| 03 Aug 2015 07:31 AM |
because thats not what i have been saying all the time
also
print(workspace.Player1['Left Arm'].CFrame-workspace.Player1.Torso.CFrame)
is giving me errors |
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Fedorakid
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| 03 Aug 2015 07:32 AM |
sparker
i know
but im talking about welds because i use welds to animate, therefore i need the rotation of the arms to know what numbers to put in the welds at the start, and for when they end so they meet up with the arms and dont teleport angles. |
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Fedorakid
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| Joined: 17 Jul 2010 |
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| 03 Aug 2015 07:37 AM |
print(workspace.Player1['Left Arm'].CFrame)
this gives me something
print(workspace.Player1['Left Arm'].CFrame-workspace.Player1["Torso"].CFrame)
this don't |
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| 03 Aug 2015 07:38 AM |
If angles is what you are trying to understand then go here: http://wiki.roblox.com/index.php?title=Euler_angles |
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Fedorakid
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| Joined: 17 Jul 2010 |
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Fedorakid
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| Joined: 17 Jul 2010 |
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| 03 Aug 2015 07:41 AM |
wait what am i doing
you just railed me off by minusing the cframe
anyway
what numbers do i follow when i print the CFrames
it comes up like 10 different numbers
3 first i guess is position, which ones in the line are the angles |
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| 03 Aug 2015 07:42 AM |
Example:
local x, y, z = CHARACTER.Torso.CFrame:toEulerAnglesXYZ() local x2, y2, z2 = CHARACTER['Left Arm'].CFrame.toEulerAnglesXYZ() local newx, newy, newz = x-x2, y-y2, z-z2 print(newx, newy, newz) |
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| 03 Aug 2015 07:43 AM |
Oops, typo:
local x, y, z = CHARACTER.Torso.CFrame:toEulerAnglesXYZ() local x2, y2, z2 = CHARACTER['Left Arm'].CFrame:toEulerAnglesXYZ() local newx, newy, newz = x-x2, y-y2, z-z2 print(newx, newy, newz) |
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Fedorakid
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| Joined: 17 Jul 2010 |
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