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[Solved] How to set C0 and C1 of Motor6D accordingly when creating motor6d (plugin)?

Asked by 5 years ago
Edited 5 years ago

tl;dr: How to set the C0 and C1 of Motor6D similar to how it is set in Roblox default Characters?

I am using Motor6Ds and I would like to set the C0s and C1s of my custom character (using/creating a plugin) similar to how roblox default characters set it (they set both of the C0 and the C1) instead of how certain plugins set it (only C1 by doing cf:inverse() * cf) however this does not work in my case as it is only doing C1 and not C0 and C1. I have tried every method on the roblox wiki CFrame page however none of them produce similar / appropriate results to what I would expect (using command bar). Yes there are part0 and part1 (where it is parented to part1 not part0).

nvm i was a big idiot just offset by part size

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I use Moon Animation Suite's Weld/Motor6D Editor, check it out. basicecstasy 122 — 5y
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*I'm talking about when you create the motor6ds abnotaddable 920 — 5y
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Instance.new("Motor6D") crazy User#19524 175 — 5y
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You seriously think I don't know how to create a motor 6D? Did you even read my question? I'm talking about setting the C0s and C1s. If you can't be any help, don't respond. abnotaddable 920 — 5y
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nvm i was just been stupid abnotaddable 920 — 5y

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