chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 31 Aug 2015 11:00 PM |
So I tried this a while back and didn't even know where to start. How does the creator make multi joint custom character, on top of that how does the creator animate it?
Link here: http://www.roblox.com/games/180719833/Skybound-Public-Testing |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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MiniNob
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| Joined: 14 May 2013 |
| Total Posts: 822 |
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| 01 Sep 2015 06:02 AM |
| Look at Free Model master Hand |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 01 Sep 2015 06:08 AM |
| Link me so I get the right thing. |
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MiniNob
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| Joined: 14 May 2013 |
| Total Posts: 822 |
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| 01 Sep 2015 06:23 AM |
| http://www.roblox.com/master-hand-script-item?id=84753323 |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 01 Sep 2015 06:31 AM |
| I need to into IK rigging it would make animations so much cooler .-. |
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chimmmihc
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| Joined: 24 Jul 2014 |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 01 Sep 2015 06:34 AM |
What is Ik Rigging?
I can't wait till roblox add support for CONSTRAINING in the plugin editor |
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| 01 Sep 2015 06:34 AM |
| i'd also like to know this. could be useful. |
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rayk999
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| Joined: 18 Feb 2011 |
| Total Posts: 4705 |
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| 01 Sep 2015 06:36 AM |
LeitrisArcade does a lot of this stuff. He uses ROBLOX animations (which I dislike)
he also rekt me a while ago |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 01 Sep 2015 06:37 AM |
| IK rigging is about giving an end point and then computing the rotations of the joints required to reach that point. Really it is the opposite of what everyone else does, because everyone else predetermines the joint rotations at any point in an animation. |
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| 01 Sep 2015 06:38 AM |
| i animate custom NPCs, but i don't know how to make custom CHARACTERS. |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 01 Sep 2015 06:42 AM |
| Elunate is there a Ik rigging animation editor? |
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eLunate
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| Joined: 29 Jul 2014 |
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| 01 Sep 2015 06:44 AM |
| Nope. If I work out the math I'll take a look at making something to help |
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chimmmihc
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| Joined: 24 Jul 2014 |
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| 01 Sep 2015 06:47 AM |
| Speaking of math lunate, other day I was trying to curve particle emitters to a point. I used a differential with respect to time and all I could get was inf and nan, know how to do this? |
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eLunate
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| Joined: 29 Jul 2014 |
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| 01 Sep 2015 06:49 AM |
| What exactly were you trying to do? As fun as curving particles to a point sounds, as language it is fairly ambiguous. |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 01 Sep 2015 06:51 AM |
| That's all, just using the acceleration property to move particles to a vector3. |
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eLunate
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| Joined: 29 Jul 2014 |
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| 01 Sep 2015 06:54 AM |
| I've never used the particles before. If you show me what you had I should be able to tell you what you didn't. |
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chimmmihc
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| Joined: 24 Jul 2014 |
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| 01 Sep 2015 06:55 AM |
| Insert the Particle Emitter instance from advance objects, thats what I'm working with. |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 01 Sep 2015 07:39 AM |
| Okay I kind of understand now. What look are you trying to achieve? |
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iPhynx
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| Joined: 25 Jul 2011 |
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| 01 Sep 2015 07:56 AM |
for i = 1,90 do Particle.Acceleration = Particle.Acceleration + Vector3.new(0, 1, 0) wait(0.05) end
Experiment with the brick rotation and position too!! |
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| 01 Sep 2015 08:52 AM |
not like that... he said curve :P
for i = 1,90 do local randNum = math.noise(i) Particle.Acceleration = Particle.Acceleration + Vector3.new(0, randNum, 0) wait(0.05) end
I suggest using math.noise() as it is sooo cool! :) although I haven't tested fully the results u would get from randNum :/ mess around, add 2 other numbers to it |
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| 01 Sep 2015 09:49 AM |
wait, it would return 0 with whole numbers, my bad
for i = 1,90 do local randNum = math.noise(i / 10) Particle.Acceleration = Particle.Acceleration + Vector3.new(0, randNum, 0) wait(0.05) end |
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| 01 Sep 2015 09:52 AM |
imaginearum does it with welds and math but there's an easier way
you can just build a thing and rig it with damrnelson's character creator plugin
then, as long as it has a humanoidrootpart and humanoid/animationcontroller, you can animate it with the animation editor |
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| 01 Sep 2015 10:00 AM |
| Im really stuck on this :( |
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