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✓ ANSWER ACCEPTED

What's the best way to do these things?

  1. So, I'm making a jumping thing with stamina, and it has an animation. Currently, I'm using velocity to move the player up, but It would be easier to use the animation to move the player up. I think the animation will be buggier than the velocity, but I'm not sure.

  2. How do I put a part onto the end of the players arm, like where the hand should be. I would like to have the part be able to move around with player, and I thought I could use welds, but then I would need it to stay on the arm when the player does an animation, like a power that makes them swing the sword, I'm not sure that the weld would stick to the arm or not. I considered using motor6D's, but I don't know how to use those.

#Sorry if this was a bad question

1 answer

✓ Accepted answer
  1. Set the velocity of the Torso or HumanoidRootPart to do jumping, as it lets the physics engine do the work instead of getting hacky with animations (Which leave the HumanoidRootPart where it was)

  2. Use welds. Animations will respect welds, because if you weld it to the Arm then the weld will move with the arm. If you're not sure how to stick it on the end, ask and I'll give you my best shot at how.

9 comments

0

Ok, well, I don't know how to stick it on the end of the arm, is it with the C0 and C1?

0

Yeah.

0

K, thanks

0

I can't get the weld to rotate the part, CFrame.Angles isn't helping

0

Well, you have to consider that everything is in object space. I don't really understand exactly what you're expecting to happen.

0

object space?

0

Object space, local space. (0,0,0) is in relation to the object and its rotation instead of the global (0,0,0)

0

Ah, i see. But how do I get the part to have a rotation?

0

CFrame.

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