local function getJointBetween(part0, part1)
for _, obj in pairs(part1:GetChildren()) do
if obj:IsA("Motor6D") and obj.Part0 == part0 then
return obj
end
end
for _, obj in pairs(part0:GetChildren()) do
if obj:IsA("Motor6D") and obj.Part1 == part1 then
return obj
end
end
end
local function applyKeyFrame(rig, poseKeyframe)
local function recurApplyPoses(parentPose, poseObject)
if parentPose then
if rig:FindFirstChild(parentPose.Name) and rig:FindFirstChild(poseObject.Name) then
local joint = getJointBetween(rig[parentPose.Name], rig[poseObject.Name])
if joint then
joint.C1 = joint.C1 * poseObject.CFrame:inverse()
end
end
end
for _, subPose in pairs(poseObject:GetSubPoses()) do
recurApplyPoses(poseObject, subPose)
end
end
for _, poseObj in pairs(poseKeyframe:GetPoses()) do
recurApplyPoses(nil, poseObj)
end
end
From: http://wiki.roblox.com/index.php?title=API:Class/Keyframe
From what I understand, its supposed to convert animations created with the animation editor to CFrames that can be applied to a rig, is this correct? If not, what does it do and how do I use it?
