Allow rotating parts individually in Animation Editor

it is insanely frustrating when i just want to adjust the torso rotation, but it moves everything connected to it, like arms and hands.
And then i have to adjust each individually to be back in place.

Some kind of button that will allow independent rotating and moving for parts would be nice ^^ .

4 Likes

This would not be feasible for R6; it might be possible for R15, but that would require mesh deformation. In R6, all Motor6D parts are connected, so implementing such a change would essentially require Roblox to completely redesign the entire R6 keyframe hierarchy.

Mmm, i think they can just enable the mode purely in animator.
So when i rotate the part or move it, it edits it’s Transform and children parts Transforms, but inverse of the parent one to keep them in place for Animation.

Imo redesign is not needed, because it’s just asking animator to change properties of a couple of parts in opposite ways.

(example to understand it easier)
Easy:
when i move Torso by (-3, 0, 0), it has to move arms by (3, 0, 0) in opposite way to stay in place
Hard:
when i rotate Torso by (45deg), it has to rotate the upper arm by (-45deg) in torso space

child_joint.Transform =
       child_joint.C0:ToObjectSpace(parent_delta_cframe:Inverse() * child_joint.C0)

its a plugin, all you would have to do is apply the inverse of the torso rotation on the other limbs and it would work

2 Likes

Not really though, at that point, it’s IK, because your editing one limb, not the master controller.

what are YOU
talking about :sob::victory_hand::wilted_flower:

lets say you rotate the torso on the x axis by 15deg, the arms would rotate with it since its attached to the torso. The fix for that(which is what OP is requesting for) is for it to auto counteract that rotation on its equivalent axis. It has nothing to do with IK or a “master controller”, that makes zero sense

1 Like

Ik that, but the problem is, the OP doesnt really make sense. why would you wanna rotate the torso induvial, that is like.. breaking all laws of animation , secondly, on a r6 rig, that would look weird, because you could have the torso 500 studs away, while the Arms, Legs, and head still stay at that exact spot, it just a lot more work, etc.

yeah

there a problem with it? :sob:

uh yeah? your logic is “thats looks weird to me, so roblox cant add it”. Who cares if someone can animate the head and torso in two different locations, its their animation not yours. No ones forcing you to animate like that

2 Likes

no, its not blud :sob:

what Im saying is this is such a very unneeded, there are plugins that do this for free, there’s no reason for roblox to add this.

well youd also have to do some repositioning but yeah

1 Like

there have been several occasions on which i needed this feature, “plugins can replace it” is no excuse. yeah, let’s just avoid technological advancements like showers because we can already script it.

deserves to be built-in with how often it’d be used

2 Likes

I don’t think I ever needed one time where I would have to individually rotate parts in an animation, that from my experience, so sorry.

I don’t care what YOU needed bro the entirety of studio should not be designed around your needs and exclusively your needs

4 Likes

and who decides its unneeded? you? Its a feature request, and clearly it isnt for you. But it being added affects you in no way so im not sure why youre arguing about this

2 Likes

fair, either way, I gtg so :jack_o_lantern:

Fully agree on that, because one could write the plugin for that, but adding it in engine will be more convenient and it can help everyone facing the same problem!

(and writing plugin for Animating is gonna be hell of a task)

1 Like