I'm trying to use CFrame animations that I converted. However, they don't consider the offsets of bodyparts.
Here is what I got after it was converted:
CFrame.Angles(0, math.rad(-44.977), math.rad(-90.012))
Looks good but this will only help me if I am using Transforms. I made this to show the results of what I am trying to get.
This Is a LocalScript under StartCharacterScripts that shows what I am trying to get:
local Character = game.Players.LocalPlayer.Character
local RunService = game:GetService("RunService")
RunService.Stepped:Connect(function()
Character.Torso['Left Shoulder'].Transform = Character.Torso['Left Shoulder'].Transform * CFrame.Angles(0, math.rad(-44.977), math.rad(-90.012))
end)
Now if I plug this into my C1 It is rotated wrong and in the wrong position.
My Script under StarterCharacterScripts:
local Character = game.Players.Darksniper600.Character
local AnimBase
AnimBase = Instance.new("Part", Character)
AnimBase.FormFactor = "Custom"
AnimBase.CanCollide = false
AnimBase.Transparency = 1
AnimBase.Anchored = false
AnimBase.Name = "AnimBase"
AnimBase.Size = Vector3.new(0.1, 0.1, 0.1)
AnimBaseW = Instance.new("Motor6D")
AnimBaseW.Part0 = AnimBase
AnimBaseW.Part1 = Character.Head
AnimBaseW.Parent = AnimBase
AnimBaseW.Name = "AnimBaseW"
local Weld = Instance.new("Motor6D")
Weld.Part0 = Character["Left Arm"]
Weld.Part1 = AnimBase
Weld.Parent = AnimBase
Weld.C1 = Weld.C1 * CFrame.Angles(0, math.rad(-44.977), math.rad(-90.012))
Character.Torso:WaitForChild("Left Shoulder").Part1 = nil
So what can I do to get similar results to the transform? I've tried using CFrame inverse and setting the offsets from the Player's Torso (the game is r6) also I am sorry that I can't provide more information I feel stuck and I'm not the only person wondering recently.
