As8D
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| Joined: 24 Dec 2009 |
| Total Posts: 2907 |
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| 27 Mar 2013 11:58 AM |
Hello. Flee everybody, this is going to be a mess! ^ Ahem... no, I don't hope so.
I'm trying to see what I can do with animations, as standard mobs... I mean... uhm, zombies. With bows... isn't very amazing at all D:
So yeah, I found this model a long time ago (No credits for me, I guess Sorcus made it. No idea): http://www.roblox.com/Cleaned-Model-of-a-Hero-Factory-figure-item?id=100757005
But... yeah, the wiki seems to have the methods of the Animation(Track)s mixed up with Sound.
Also, I don't really like all the knees and elbows and stuff, so I made everything but the shins, hands, torso, head and foots invisible.
Any... particular idea on how I would be able to make SOME modifications with the animations? Like changing the C0 or C1. Anything... D:
Uh, I probably went to the wrong forum, I see... maybe not. In any case, it ended here.
- As, I do understand if you yell "WHAT R U TALKIN BOUT?". Just a little. |
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digpoe
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| Joined: 02 Nov 2008 |
| Total Posts: 9092 |
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| 27 Mar 2013 12:01 PM |
WHAT R U TALKIN BOUT?
:3 Just had to, sorry. Also, I belive AnimationTracks can only be used by admins (Because they're like Sounds, aren't they?). |
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As8D
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| Joined: 24 Dec 2009 |
| Total Posts: 2907 |
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| 27 Mar 2013 12:06 PM |
Hm, yeah, the sequences are. But I'm wondering if they are flexible or not.
Like, if an animation would slide the arm from down to... face, whatever.
Then it would have something like: ------------------------------------------------------------------- start_pos = rightArmWeld.C1 end_pos = CFrame.new(stoof) * CFrame.Angles(stoof2) -- faceslam!
for i = 0,1,1 / (1 + time)) do rightArmWeld.C1 = start_pos:Lerp(end_pos, i) << I know CFrames cannot lerp, just an example. end ------------------------------------------------------------------- or... something more flexible, which I cannot think of right now.
- As, playing fruit ninja with my eggz! |
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As8D
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| Joined: 24 Dec 2009 |
| Total Posts: 2907 |
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| 27 Mar 2013 12:20 PM |
Perfect!
We can change the C0 and C1 of ex. "Right Elbow" without having it changed back by the animationtrack :D It's good to see that ROBLOX's dynamic. But it's no surprise, they're always dynamic >_>
- As, Imagine A Static ROBLOX. S-t-a-t-i-c. I... cannot imagine it. Much. |
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As8D
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| Joined: 24 Dec 2009 |
| Total Posts: 2907 |
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| 27 Mar 2013 02:14 PM |
--- More on animations ---
It seems that animations can "cover" each other.
So, let's take this example:
> Starting Animation1 > Starting Animation2 > Stopping Animation 2
Now, will the humanoid stand still? No! Animation1 is still running!
I'd like to learn more about animations D:!
- As, shot by a brick. |
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As8D
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| Joined: 24 Dec 2009 |
| Total Posts: 2907 |
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| 27 Mar 2013 07:36 PM |
ROBLOX... is... NOT... flexible enough!!!! >:c
Animation1 will require certain bodyparts (Knee, elbows and such) to be present. Animation2 will require the standard bodyparts to be present.
Also, if I was to make a Motor6D for the standard body parts, it would mess up the gear-stuff for the updated body parts. Rarg, roblox, why don't you add parameters to :LoadAnimation, where we can select the Motor6D you manipulaaaaate? D:
Well, any ideas... on... uhm... how to fix this?
I have a structure like this: Character :: Real Torso > Fake Torso > Arm > Fake Forearm > Fake Hand (our visible arm!)
But I don't have a structure like this: Character :: Real Torso > Real Arm
- As, complicated? Then ask me for a model D: |
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