complexo
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| Joined: 07 Jan 2009 |
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| 23 Nov 2017 10:01 PM |
In layman's terms, saying where hands should be and having arm position handled for me.
Is this possible in a not-awful way?
I'm trying to do it by: -Disconnecting the Motor6Ds in the character's arms -Creating ballsockets with limits so the arms don't fall apart -Giving the HumanoidRootPart an attachment that is placed where the hand should be -Connecting the aforementioned attachment to the hand's grip with AlignPosition (with reaction force so the character doesn't fly)
It works, but not very well. It takes a tonne of code and causes the character's movement to become wonky and jiggly. |
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complexo
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| Joined: 07 Jan 2009 |
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| 23 Nov 2017 10:45 PM |
Alternatively, does anyone have an R15 ragdolling script? The issues with my inverse kinematics probably come from me rigging the arms badly. |
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crossbar
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| Joined: 08 Dec 2009 |
| Total Posts: 2817 |
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| 23 Nov 2017 11:15 PM |
| Sorry, but what are you trying to accomplish? Do you want to make an FPS arms script or simply point the arms to a desired object? |
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complexo
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| 24 Nov 2017 12:59 AM |
| Sounds like a complicated way to hold a sword XD |
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nixpc
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| Joined: 05 Feb 2012 |
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| 24 Nov 2017 01:05 AM |
| If I was going to do it I would disable ROBLOX character spawning and just make my own custom character. |
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complexo
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Soybeen
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| Joined: 17 Feb 2010 |
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| 24 Nov 2017 04:22 AM |
| What's wrong with animations? |
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| 24 Nov 2017 04:26 AM |
rblx animations arent procedural and well done cframe anims always > rblx anims
im a mlg |
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complexo
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| Joined: 07 Jan 2009 |
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| 24 Nov 2017 04:38 AM |
@Soybeen Can I use animations to position the player's hands at a location given by a script? |
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| 24 Nov 2017 04:50 AM |
Or just follow the wiki tutorial : http://wiki.roblox.com/index.php?title=Inverse_kinematics |
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complexo
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realdance
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| Joined: 28 Apr 2016 |
| Total Posts: 119 |
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| 24 Nov 2017 05:57 AM |
Search R15 rag doll in toolbox i found a really good script and by the way if u go to my models go and try the punch script
[*DISCLAIMER*]
You need to make ur own punch animation as Roblox does not support sharing them |
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complexo
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| 24 Nov 2017 06:14 AM |
A punch script which requires a predefined animation isn't helpful. I need the hands to go where a script says, not where an animation says. |
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| 24 Nov 2017 06:40 AM |
The wiki tutorial does not involve the character yes, but since you're asking for Inverse kinematics which is not an easy thing to implement, I just assumed that you were a competent scripter that would know how to integrate the character to it.
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crossbar
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| Joined: 08 Dec 2009 |
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| 24 Nov 2017 12:37 PM |
If you want a hand to go to mouse.Hit, then you will have to rotate the RUpperArm for maybe 70% of the rotation, and have the lower part of the hand do the other 30%. To find out if its reachable, you should be able to form a circle with the rotation of a single arm.
Find the radius relative to its origin (the shoulder) and find if the destination is beyond that.
If it's not, then simply rotate the arm by the angle between the origin and the desired Hit point.
Hope that helped! |
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complexo
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| Joined: 07 Jan 2009 |
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| 24 Nov 2017 12:38 PM |
Positioning character arms is tonnes harder. With character arms, you're fighting against the character animations. |
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crossbar
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| 24 Nov 2017 12:39 PM |
| I don't think you can rely solely on animations to do inverse kinematics. Animations are static. :/ |
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complexo
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| Joined: 07 Jan 2009 |
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| 24 Nov 2017 01:29 PM |
@Crossbar If you mean rotating arms by rotating the motor C0, I've tried that and it has the problem of still being subject to character animations. |
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Soybeen
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| Joined: 17 Feb 2010 |
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| 25 Nov 2017 04:24 AM |
No you can't move the arms at all while an animation is going, I was just curious what the reason was that regular animtions wouldn't work for OP, if this was just a challenge or what.
Animation with Motors is great and all, however taxing and very complicated mathematically. Knowing how to control animations can really save you a lot of time without costing you much in the way of functionality.
I assume OP wants this for something like VR arms, which is a perfect example of CFrame animations trumping Animation objects, but for most other cases (FPS and the like) anim objects serve well enough.
Consider the intensity of something like every player's arms being dynamically rendered as you proceed. There's a reason those inverse kinematics showcases with the cloth simulation are only so large. X) |
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