They also gotta fix the animations, most of them are weirdly timed and do not fit the walkspeed of the player or have small issues such as animations clipping feet into the floor or the animation being too short. They should also finally finish the strafing and backpedaling update…
I am currently migrating from Motor6D to AnimationConstraint to prepare for this update but I am experiencing an inconvenience, which I think has to do with the order things are rendered.
In my weapon system, I use a Weld to join each arm to the head and then rotate the Neck’s Motor6D (now AnimationConstraint) so that the arms follow the camera.
With the Motor6D system, I was doing this with this piece of code:
run_service:BindToRenderStep("arm_move", Enum.RenderPriority.Character.Value - 1, function()
neck.C0 = HEAD_OFFSET * ANGLE(angle, 0, 0)
end)
With AnimationConstraint, this piece of code now becomes:
run_service:BindToRenderStep("arm_move", Enum.RenderPriority.Character.Value - 1, function()
neck.Attachment0.CFrame = HEAD_OFFSET * ANGLE(angle, 0, 0)
end)
However, the animation is not smooth anymore. i tried changing the render priority to 0, but it did not change anything.
With Motor6D:
With AnimationConstraint:
Is there any solution to this problem ?
have you tried setting IsKinematic = true on the neck constraint?
Yes, the property is already true on my video, on all AnimationConstraints.