Kepie
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| Joined: 12 Nov 2011 |
| Total Posts: 884 |
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Sam3812
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| Joined: 23 Nov 2007 |
| Total Posts: 1703 |
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| 04 Jul 2012 10:25 AM |
I believe that our bodyparts use Motor6Ds... so that's always a place to start.
["Left Arm"].Motor6D, or would it be ["Left Arm"].Motor? I dunno. |
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Kepie
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| Joined: 12 Nov 2011 |
| Total Posts: 884 |
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| 04 Jul 2012 10:26 AM |
| Im trying to animate by using the welds so it has to be something with C0 or C1 since its the welds... |
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Sam3812
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| Joined: 23 Nov 2007 |
| Total Posts: 1703 |
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| 04 Jul 2012 10:27 AM |
Hopefully roblox forum accepts wiki links.
http://wiki.roblox.com/index.php/Motor6D
As you can see, motor6Ds also contain C0 and C1 values. |
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Kepie
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| Joined: 12 Nov 2011 |
| Total Posts: 884 |
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| 04 Jul 2012 10:31 AM |
| Hmm is it possible to destroy the arms/legs welds and make new welds to them? |
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Sam3812
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| Joined: 23 Nov 2007 |
| Total Posts: 1703 |
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| 04 Jul 2012 10:33 AM |
| You'd have to make the new welds before destroying the old ones, else you'd lose the arms and legs :D. |
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Kepie
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| Joined: 12 Nov 2011 |
| Total Posts: 884 |
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| 04 Jul 2012 10:34 AM |
| So if i destroy them, i just put a wait behind the destroy line? |
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Kepie
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| Joined: 12 Nov 2011 |
| Total Posts: 884 |
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| 04 Jul 2012 10:34 AM |
| So if i destroy them, i just put a wait behind the destroy line? |
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Sam3812
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| Joined: 23 Nov 2007 |
| Total Posts: 1703 |
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| 04 Jul 2012 10:36 AM |
No need for a wait, just create the new welds, then destroy the old ones.
newWeld = Instance.new("WelD) oldWeld:Destroy
in that order
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Kepie
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| Joined: 12 Nov 2011 |
| Total Posts: 884 |
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| 04 Jul 2012 10:38 AM |
| Ok, but if i should animate the legs, wouldnt the walk animation get destroyed? |
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Kepie
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| Joined: 12 Nov 2011 |
| Total Posts: 884 |
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Sam3812
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| Joined: 23 Nov 2007 |
| Total Posts: 1703 |
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| 04 Jul 2012 10:44 AM |
| If you're going to remove the old welds, or the motor6Ds then all the animations that go with them will probably be destroyed. |
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badcc
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| Joined: 18 Jan 2009 |
| Total Posts: 3170 |
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| 04 Jul 2012 10:45 AM |
| I'm pretty sure their located in your Torso, and also you can edit ROBLOX's Animation script, or whatever that is located inside the Character to make different jump animations, or have them do something when one of those events is triggered. |
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Kepie
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| Joined: 12 Nov 2011 |
| Total Posts: 884 |
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| 04 Jul 2012 10:47 AM |
| Im going to test this now. |
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Kepie
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| Joined: 12 Nov 2011 |
| Total Posts: 884 |
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| 04 Jul 2012 10:55 AM |
Ok, i tested it, and only the right arm broke, because thats the bodypart i tested, this is what i did:
weld = Instance.new("Weld",Workspace) weld.Part0 = game.Workspace.Kepie.Torso weld.Part1 = game.Workspace.Kepie["Right Arm"] weld.C0 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
game.Workspace.Kepie.Torso["Right Shoulder"]:Destroy() |
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Sam3812
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| Joined: 23 Nov 2007 |
| Total Posts: 1703 |
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| 04 Jul 2012 10:56 AM |
| Broke how, fell off or just stopped being animated? |
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Kepie
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| Joined: 12 Nov 2011 |
| Total Posts: 884 |
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| 04 Jul 2012 10:59 AM |
| Stopped animating, but didnt fall of, well thats good information, so i guess when i make new weld to it, the animation break |
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Sam3812
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| Joined: 23 Nov 2007 |
| Total Posts: 1703 |
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| 04 Jul 2012 11:08 AM |
| Yuurrp, giving you full freedom to make your own animations. |
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Kepie
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| Joined: 12 Nov 2011 |
| Total Posts: 884 |
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