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Setting up a gun animation system that can run multiple animations at once?

Asked by 10 years ago

Sorry if this is a little bit of a dumb question, or just doesn't fit the guidelines well, but I'm a little twisted around with this problem. I'm not too smart with this sort of thing either, and I'm a little rusty in general.

So the basic idea here is that I want to set up a gun system to run multiple animations at once. For an example:

Lets say you have a reloading animation, and a walking arm wobble animation. So the player reloads and starts walking, without just creating a completely new animation that is a moving reload animation.

So the current idea I have is to have a cframe/vector3 value value, x for the purpose of explanation, and a function, fy, that interpolates a cframe/vector3, starting at 0,0,0 to a specific set of numbers which is added to x every time the 0,0,0 value changes. Mouse.hit - x is being added to x (that might be horribly wrong, very sorry my math is terrible and I am dumb)

Then, every renderframe (I think thats the name of the event, like I said, rusty.), the rshoulder of the localplayer is being set to x.

Is this sound?

PS: If all I need to do is just set up basic mouselook and then roblox animations will work just the same please tell me because I've been wasting a lot of time thinking about this.

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Are you using a custom animations(Script based, manual) or an Animation object? Lacryma 548 — 10y
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I was planning on using manual interpolation of the player limbs, but I am open to roblox Animations if they would work in the same context. DonFeskeral 0 — 10y

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