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Re: Multi Joint Character Rigs and animation.

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chimmmihc is not online. chimmmihc
Joined: 24 Jul 2014
Total Posts: 2420
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 is not online. chimmmihc
Joined: 24 Jul 2014
Total Posts: 2420
01 Sep 2015 05:55 AM
Bumpasuarus
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MiniNob is not online. MiniNob
Joined: 14 May 2013
Total Posts: 822
01 Sep 2015 06:02 AM
Look at Free Model master Hand
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chimmmihc is not online. chimmmihc
Joined: 24 Jul 2014
Total Posts: 2420
01 Sep 2015 06:08 AM
Link me so I get the right thing.
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MiniNob is not online. MiniNob
Joined: 14 May 2013
Total Posts: 822
01 Sep 2015 06:23 AM
http://www.roblox.com/master-hand-script-item?id=84753323
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eLunate is not online. eLunate
Joined: 29 Jul 2014
Total Posts: 13268
01 Sep 2015 06:31 AM
I need to into IK rigging it would make animations so much cooler .-.
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chimmmihc is not online. chimmmihc
Joined: 24 Jul 2014
Total Posts: 2420
01 Sep 2015 06:33 AM
elunate uwot
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chimmmihc is not online. chimmmihc
Joined: 24 Jul 2014
Total Posts: 2420
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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Deafgift100 is not online. Deafgift100
Joined: 09 May 2010
Total Posts: 3958
01 Sep 2015 06:34 AM
i'd also like to know this. could be useful.
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rayk999 is not online. rayk999
Joined: 18 Feb 2011
Total Posts: 4705
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 is not online. eLunate
Joined: 29 Jul 2014
Total Posts: 13268
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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Deafgift100 is not online. Deafgift100
Joined: 09 May 2010
Total Posts: 3958
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 is not online. chimmmihc
Joined: 24 Jul 2014
Total Posts: 2420
01 Sep 2015 06:42 AM
Elunate is there a Ik rigging animation editor?
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eLunate is not online. eLunate
Joined: 29 Jul 2014
Total Posts: 13268
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 is not online. chimmmihc
Joined: 24 Jul 2014
Total Posts: 2420
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 is not online. eLunate
Joined: 29 Jul 2014
Total Posts: 13268
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 is not online. chimmmihc
Joined: 24 Jul 2014
Total Posts: 2420
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 is not online. eLunate
Joined: 29 Jul 2014
Total Posts: 13268
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 is not online. chimmmihc
Joined: 24 Jul 2014
Total Posts: 2420
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 is not online. eLunate
Joined: 29 Jul 2014
Total Posts: 13268
01 Sep 2015 07:39 AM
Okay I kind of understand now. What look are you trying to achieve?
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iPhynx is not online. iPhynx
Joined: 25 Jul 2011
Total Posts: 3271
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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AndriusKapitanovas is not online. AndriusKapitanovas
Joined: 26 Jan 2013
Total Posts: 474
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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AndriusKapitanovas is not online. AndriusKapitanovas
Joined: 26 Jan 2013
Total Posts: 474
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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DermonDarble is not online. DermonDarble
Joined: 04 Jun 2015
Total Posts: 2576
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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ApocSurrvivalist is not online. ApocSurrvivalist
Joined: 22 Apr 2013
Total Posts: 5840
01 Sep 2015 10:00 AM
Im really stuck on this :(
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