So I'm trying to make a "morph" type of thing using the new skinned meshparts update. I am trying to make a bone copy the same movements as another part. By the way, I don't want to make an animation as this is meant to work with all roblox animation packs.
Here is some code:
local RP = char.Luigi.RootPart
local rBone = RP.root.root_motion
local opHead = nil
while true do
Swait()
--head
local bone = rBone.root_body.ske_body.root_head
local compare = char["UpperTorso"]
if opHead == nil then
opHead = bone.Position
end
local rotate = Vector3.new(-(hed.Orientation.x - root.Orientation.x), hed.Orientation.y - root.Orientation.y, hed.Orientation.z - root.Orientation.z) - Vector3.new(compare.Orientation.x - root.Orientation.x, compare.Orientation.y - root.Orientation.y, compare.Orientation.z - root.Orientation.z)
local pos = Vector3.new(-(hed.Position.x - root.Position.x), hed.Position.y - root.Position.y, hed.Position.z - root.Position.z) - Vector3.new(compare.Position.x - root.Position.x, compare.Position.y - root.Position.y, compare.Position.z - root.Position.z)
bone.Orientation = rotate
bone.Position = opHead + pos
end

1 comment
Update: I have kind of fixed it but its still super broken. By the way, the point of the morph is to be able to play any roblox animation for R15, not just custom ones