How to Animate Multiple Rigs in Roblox Studio without Moon Animator OR Blender!

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  • เผยแพร่เมื่อ 23 ธ.ค. 2024

ความคิดเห็น • 17

  • @toxicvolk7459
    @toxicvolk7459 6 วันที่ผ่านมา

    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

  • @ДанилаШелегов
    @ДанилаШелегов 3 หลายเดือนก่อน +2

    Maybe you will rank admin-server items in item asylum? Like gray, white, and christmas ones?

  • @NaiveFuzz
    @NaiveFuzz 15 วันที่ผ่านมา

    I HAD TO PLAY THIS VIDEO IN 0.25x cuz its soo fassssssst

  • @DougTheThug1
    @DougTheThug1 25 วันที่ผ่านมา +1

    every time i try this one of the rigs chests cant be animated
    how do i fix this its a huge problem

    • @redknight363
      @redknight363  25 วันที่ผ่านมา

      check if its unanchored

  • @JakeAftonBurnt
    @JakeAftonBurnt 15 ชั่วโมงที่ผ่านมา

    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?

    • @redknight363
      @redknight363  14 ชั่วโมงที่ผ่านมา

      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

  • @JayExalt
    @JayExalt 8 วันที่ผ่านมา

    for some reason my rigedit makes my joints origin the head and not torso even when i select torso first

    • @redknight363
      @redknight363  8 วันที่ผ่านมา

      This method is kinda jank so expect issues.
      Anyway try using "Reset Pivot" or offsetting the pivot position before you weld it.

  • @TBRP-Games
    @TBRP-Games 4 วันที่ผ่านมา

    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)

    • @redknight363
      @redknight363  4 วันที่ผ่านมา

      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.

  • @MINISCULE2
    @MINISCULE2 2 หลายเดือนก่อน +1

    whats the purpose of the skeletons?

    • @redknight363
      @redknight363  2 หลายเดือนก่อน +1

      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
      @funnimanlol5164 2 หลายเดือนก่อน

      @@redknight363so can you still animate without skeletons by just renaming the righs?

    • @redknight363
      @redknight363  2 หลายเดือนก่อน

      @@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.

  • @saikitonia
    @saikitonia 3 หลายเดือนก่อน +1

    The ladder

    • @redknight363
      @redknight363  3 หลายเดือนก่อน

      oh my goodness laborious