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How do you create and rig a model to be used with the "Animation Editor 3.0" plugin? <Solved>

Asked by 8 years ago

I have tried making a script to generate the motor6D motors that act as the joints for the model, based off the dummy rig... but can't get the plugin to recognize it.... I am sure some/most of this script is wrong but here is a snippet of what I did.

r = Instance.new("Motor6D", workspace.Monster.HumanoidRootPart)

r.Name = "Root"

r.Part0 = workspace.Monster.HumanoidRootPart

r.Part1 = workspace.Monster.Torso

r.C0 = CFrame.new(0,0,0) --I know the numbers here aren't correct.

r.C1 = CFrame.new(0,0,0) -- and here.

Solved it by using the Character Creator Plugin and the AnimRig2 plugin. Things the model needs is

-HumanoidRootPart (this is like an invisible torso) Note this part needs to be anchored. - -Torso(Is linked to the HumanoidRootPart via Motor6D created by the plugins) ---Head(linked to torso via motor6d) ---other parts like arms, legs...(linked to torso via motor6d) Note: all of the surfaces on the parts making up the model need to be smooth and not anchored (except humaniodrootpart needs to be anchored).

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Try naming it RootJoint instead? XAXA 1569 — 8y
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You need to make sure everything is where it should be; http://wiki.roblox.com/index.php?title=Animations#Animating_Custom_Models alphawolvess 1784 — 8y
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So I have those things and I can select it in the animator, but when I try and rotate part of my model shoots up super high in the sky. burrokid 5 — 8y

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Answered by 8 years ago

As I have been told the rigs are recognized as having what a humanoid has. So your main 2 things to have is a head and torso. Without those it's un-recognizable.

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