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| 23 Nov 2015 09:26 AM |
It's difficult to explain. So I'll be using screenshots if that's fine.
Description: I've been making a dragon, fully animated and with a custom rigging. Though, it seems that the first wing being welded to the character displaces. Yet both the wing welding scripts are the same (Except for the Left/Right part) and the rigging is all fine too. Code paths fine as well. The weight is fine as well, because I sized the wings down earlier, and it had no effect.
What I've tried to fix it: 1. Re-animating the entire rigging. (About 7 times) 2. Re-rigging it (About 4 - 5 times) 3. Sizing the wings down. (Followed by a re-animate & re-rigging) 4. Re-doing/modifying some code 5. Pasting it in a new place (In the hope it'd work...) 6. Make the morph weld everything separately. (Walking on one button for each body piece)
All the above did not work. So I was hoping people would know how to fix it here.
What I found out: 1. The first wing being welded to the character doesn't function correctly. 2. The parts usually called 'Middle' are misplaced, together with the character's body parts the middles attach to. 3. When I anchor any character's part, the misplaced objects all return to the right spot and the animation functions correctly. (This works best when anchoring the torso.) But after unchecking the anchor box, they all misplace again.
Screenshots & Explanation: The Morph model: http://prntscr.com/9605k1 This is what the character should become. (Unanimated still)
After stepping on the button, the following parts/models are cloned into the character: http://prntscr.com/9605pe http://prntscr.com/9605sz Those will change the appearance of the character.
And this is how it looks when the torso is not anchored: http://prntscr.com/9605vc http://prntscr.com/9605xm
This is how it looks when the torso is anchored: http://prntscr.com/9605zv http://prntscr.com/960625
Some code related to the issue: The Morphing script:
function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and hit.Parent:findFirstChild("RightA1") == nil and hit.Parent:findFirstChild("RightA2") == nil and hit.Parent:findFirstChild("RightA3") == nil and hit.Parent:findFirstChild("LeftA1") == nil and hit.Parent:findFirstChild("LeftA2") == nil and hit.Parent:findFirstChild("LeftA3") == nil then -- Right Wings -- local g = script.Parent.Parent.RightA1:clone() g.Parent = hit.Parent local C = g:GetChildren() for i=1, #C do if C[i]:IsA("BasePart") then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent["Right Arm"] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end
local h = g:GetChildren() for i = 1, # h do if h[i]:IsA("BasePart") then h[i].Anchored = false h[i].CanCollide = false end end
local g2 = script.Parent.Parent.RightA2:clone() g2.Parent = hit.Parent local C = g2:GetChildren() for i=1, #C do if C[i]:IsA("BasePart") then local W = Instance.new("Weld") W.Part0 = g2.Middle W.Part1 = C[i] local CJ = CFrame.new(g2.Middle.Position) local C0 = g2.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g2.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent["Right Arm 2"] Y.Part1 = g2.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end
local h = g2:GetChildren() for i = 1, # h do if h[i]:IsA("BasePart") then h[i].Anchored = false h[i].CanCollide = false end end
local g3 = script.Parent.Parent.RightA3:clone() g3.Parent = hit.Parent local C = g3:GetChildren() for i=1, #C do if C[i]:IsA("BasePart") then local W = Instance.new("Weld") W.Part0 = g3.Middle W.Part1 = C[i] local CJ = CFrame.new(g3.Middle.Position) local C0 = g3.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g3.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent["Right Arm 3"] Y.Part1 = g3.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end
local h = g3:GetChildren() for i = 1, # h do if h[i]:IsA("BasePart") then h[i].Anchored = false h[i].CanCollide = false end end -- Left Wings -- local g4 = script.Parent.Parent.LeftA1:clone() g4.Parent = hit.Parent local C = g4:GetChildren() for i=1, #C do if C[i]:IsA("BasePart") then local W = Instance.new("Weld") W.Part0 = g4.Middle W.Part1 = C[i] local CJ = CFrame.new(g4.Middle.Position) local C0 = g4.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g4.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent["Left Arm"] Y.Part1 = g4.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end
local h = g4:GetChildren() for i = 1, # h do if h[i]:IsA("BasePart") then h[i].Anchored = false h[i].CanCollide = false end end
local g5 = script.Parent.Parent.LeftA2:clone() g5.Parent = hit.Parent local C = g5:GetChildren() for i=1, #C do if C[i]:IsA("BasePart") then local W = Instance.new("Weld") W.Part0 = g5.Middle W.Part1 = C[i] local CJ = CFrame.new(g5.Middle.Position) local C0 = g5.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g5.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent["Left Arm 2"] Y.Part1 = g5.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end
local h = g5:GetChildren() for i = 1, # h do if h[i]:IsA("BasePart") then h[i].Anchored = false h[i].CanCollide = false end end
local g6 = script.Parent.Parent.LeftA3:clone() g6.Parent = hit.Parent local C = g6:GetChildren() for i=1, #C do if C[i]:IsA("BasePart") then local W = Instance.new("Weld") W.Part0 = g6.Middle W.Part1 = C[i] local CJ = CFrame.new(g6.Middle.Position) local C0 = g6.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g6.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent["Left Arm 3"] Y.Part1 = g6.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end
local h = g6:GetChildren() for i = 1, # h do if h[i]:IsA("BasePart") then h[i].Anchored = false h[i].CanCollide = false end end end end
script.Parent.Touched:connect(onTouched) |
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| 23 Nov 2015 01:21 PM |
Bump #3
Don't be lazy! It's far from much too read. It's just the script taking so much space. |
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| 24 Nov 2015 02:27 AM |
| #TheScriptIsFreeModelIKnowBecauseIUseFreeModelsMyself:) |
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| 24 Nov 2015 02:53 AM |
#TheScriptIsMadeByMyFriendAndEditedByMeSoSTFU pls
#ThinkTwicebeforeYouPressPostNoob
>> SlopranoDark, Co-Owner of KL II(I) by thelolguy301 |
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| 24 Nov 2015 02:57 AM |
I rather have useful answers other than useless crap that StartDeveloping wrote.
Don't hestate and answer, it'll be appreciated.
>> SlopranoDark, Co-Owner of KL II(I) by thelolguy301 |
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| 24 Nov 2015 03:14 AM |
Lastly, free models aren't always bad .. As long as you know how to use them.
>> SlopranoDark, Co-Owner of KL II(I) by thelolguy301 |
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vlekje513
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| Joined: 28 Dec 2010 |
| Total Posts: 9057 |
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| 24 Nov 2015 04:55 AM |
| tooo muuuch teeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeext! |
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| 24 Nov 2015 04:59 AM |
It's just the script that takes space. Above the script is the explanation, the script itself is just there to make sure people understand it better, if they take the time ...
In that case, just ignore the script and read the above standing stuff :P
Thanks,
>> SlopranoDark |
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| 24 Nov 2015 04:59 AM |
i'm not an experinced with animation at all, but what i read is when you anchor a part, they all work, so does that mean the welding is wrong? or needs to be updated/fixed to suit everything?
If you need me to explain a bit further i don't mind doing that. |
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| 24 Nov 2015 05:03 AM |
I've been investigating all the welds, the middles and came to the conclussion that they're all fine as far as I know.
I do think it's something with the welds, but because I'm unsure what a 'good' weld/morphscript is nowadays, I have no clue what it could be.
This script is mainly made by my friend, thelolguy301, I'm rather a builder than scripter and considering he's busy I wanted to ask here ...
Glad that there are people trying to help me still, thanks Lomo,
>> SlopranoDark |
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OldGoldie
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| Joined: 17 Aug 2010 |
| Total Posts: 8210 |
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| 24 Nov 2015 05:04 AM |
| that dragon model is freaking legit |
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| 24 Nov 2015 05:04 AM |
| I can explain every bit of detail, can I invite you for party? I'm unable to get on Studio for a while though, but I can explain it by words I guess. |
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| 24 Nov 2015 05:05 AM |
Lol, thanks OldGoldie. I've got lots more dragons: http://www.roblox.com/games/260547840/FEEDBACK-Dragons-for-KL-III
Feel free to have a look lol. |
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vlekje513
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| Joined: 28 Dec 2010 |
| Total Posts: 9057 |
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| 24 Nov 2015 05:06 AM |
There was a plugin for this. Sorry but welding isn't my thing so I cannot help you put further. |
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| 24 Nov 2015 05:08 AM |
| It's alright vlekje513, at least you tried. There are *some* people (Totally not reffering to someone who told me the script is a free model) who don't seem to care ... |
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vlekje513
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| Joined: 28 Dec 2010 |
| Total Posts: 9057 |
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| 24 Nov 2015 05:10 AM |
This one may help: http://www.roblox.com/ArmorCreator-v2-7-Desc-item?id=144711773
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| 24 Nov 2015 05:10 AM |
| sloprano, pm me or party me and I will try to help you in a bit more depth, i'm not really experienced in animations so i might not be able to help, but i will try to :D |
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| 24 Nov 2015 05:11 AM |
vlekje513, I'm afraid I cannot make use of this plugin. Thanks for the try though, really appreciated. :)
>> SlopranoDark |
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| 24 Nov 2015 05:13 AM |
Thank you so much LomoTheHoarder!
My friendlist is full though... I followed you instead, but I cannot invite you to a party I'm afraid. |
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vlekje513
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| Joined: 28 Dec 2010 |
| Total Posts: 9057 |
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| 24 Nov 2015 05:15 AM |
no no no, I mean look at the source, that may help. Or the scripts that vome when u use it. |
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| 24 Nov 2015 05:17 AM |
| pm me your skype. we can talk on there if you have it. |
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