This seems to be a good strat to do complicated animations like from battlegrounds games, not sure why you say its faulty. I mean theres the option of animating them separately in blender but i feel like having to animate some of the movements like grabbing and flying with welds would be a pain when you can just do this and skin the dummies as the players avatars, while making their real body transparent and switching the cameras. This is all saying you dont wanna spend 30 on moon. So bascially what im understanding is this method allows you to do what moon animator does on top of making it easy to implement very complex animations into the game without much scripting
this is what I use local KeyframeSequenceProvider = game:GetService("KeyframeSequenceProvider") local function setAnim(model,animName) local hashId = KeyframeSequenceProvider:RegisterKeyframeSequence(model.AnimSaves[animName]) local Animation = Instance.new("Animation") Animation.AnimationId = hashId if model:FindFirstChild("Humanoid") then return model.Humanoid:LoadAnimation(Animation) else return model.AnimationController:LoadAnimation(Animation) end end local animController = setAnim(script.Parent,"[Animname]") animController:Play() animController:AdjustSpeed(1) place this within the Model and not any of the rigs or skeleton folders
i did it but rotating is a huge problem because you used a weld constraint it will follow the constraints pos and rotation but if the constraint is far it will follow the edge of the part (pls respond)
you have to use weld constraints instead of welds cause it'll break the welds if you move it. Im pretty sure you can move the weld constraints origin to where you need it in the properties tab.
If you tried to just use the rigs to animate Studio wouldn't let you because each part within the model must have different names. The main issue with that is that when you rename any of the limbs in the rig, they will lose their mesh. Which not only looks terrible, but shirts and pants will also stop working. The skeletons are used to animate the rigs without renaming their limbs, which circumvents the mesh issue. tldr: Skeletons allow the rig to keep their mesh, shirt, and pants.
@@funnimanlol5164 nope, renaming any of the rigs limbs will cause them to lose their mesh entirely. You could animate them both in this state but it would look rlly bad.
This seems to be a good strat to do complicated animations like from battlegrounds games, not sure why you say its faulty. I mean theres the option of animating them separately in blender but i feel like having to animate some of the movements like grabbing and flying with welds would be a pain when you can just do this and skin the dummies as the players avatars, while making their real body transparent and switching the cameras. This is all saying you dont wanna spend 30 on moon.
So bascially what im understanding is this method allows you to do what moon animator does on top of making it easy to implement very complex animations into the game without much scripting
Maybe you will rank admin-server items in item asylum? Like gray, white, and christmas ones?
I HAD TO PLAY THIS VIDEO IN 0.25x cuz its soo fassssssst
every time i try this one of the rigs chests cant be animated
how do i fix this its a huge problem
check if its unanchored
how do i make a script to actually make one player do an animation with one of the rigs then another player does the other animation?
this is what I use
local KeyframeSequenceProvider = game:GetService("KeyframeSequenceProvider")
local function setAnim(model,animName)
local hashId = KeyframeSequenceProvider:RegisterKeyframeSequence(model.AnimSaves[animName])
local Animation = Instance.new("Animation")
Animation.AnimationId = hashId
if model:FindFirstChild("Humanoid") then
return model.Humanoid:LoadAnimation(Animation)
else
return model.AnimationController:LoadAnimation(Animation)
end
end
local animController = setAnim(script.Parent,"[Animname]")
animController:Play()
animController:AdjustSpeed(1)
place this within the Model and not any of the rigs or skeleton folders
for some reason my rigedit makes my joints origin the head and not torso even when i select torso first
This method is kinda jank so expect issues.
Anyway try using "Reset Pivot" or offsetting the pivot position before you weld it.
i did it but rotating is a huge problem because you used a weld constraint it will follow the constraints pos and rotation but if the constraint is far it will follow the edge of the part (pls respond)
you have to use weld constraints instead of welds cause it'll break the welds if you move it.
Im pretty sure you can move the weld constraints origin to where you need it in the properties tab.
whats the purpose of the skeletons?
If you tried to just use the rigs to animate Studio wouldn't let you because each part within the model must have different names.
The main issue with that is that when you rename any of the limbs in the rig, they will lose their mesh. Which not only looks terrible, but shirts and pants will also stop working.
The skeletons are used to animate the rigs without renaming their limbs, which circumvents the mesh issue.
tldr: Skeletons allow the rig to keep their mesh, shirt, and pants.
@@redknight363so can you still animate without skeletons by just renaming the righs?
@@funnimanlol5164 nope, renaming any of the rigs limbs will cause them to lose their mesh entirely. You could animate them both in this state but it would look rlly bad.
The ladder
oh my goodness laborious