Create - Creates a Motor6D between two parts and auto generates the C0 and C1. Select two parts then click the button to use it, after using it the editor will be opened so you can see the motor you created. The motor’s Part0 will be the first selected part and Part1 will be the second selected part. C0 will be the midpoint between them and C1 will place Part1 where it was before you made the motor. The motor is placed in Part0 and selected.
Edit - Creates two parts under the selected motor that allow you to visualize and modify C0 and C1. Just use the move/rotate tools to move the orbs around and C0 and C1 will update automatically. The orbs are non-archivable and the transparent parts are using LocalTransparencyModifier so the changes won’t affect your file if want to save without leaving the editor.
This is a must if you’re using custom rigs with AnimEdit. C0 is the point your parts will rotate around, using it properly will dramatically improve your efficiency at making animations with custom rigs.
NOTE: Make sure Part0 is connected somehow to the root part, or else AnimEdit won’t be able to detect your motor.
I would take it if one thing were added: I want to be able to manually set[strike] the pivot point[/strike] the point C1 moves around of the Motor6D by selecting a third part. So instead of Selecting Part0, then Part1, I want to select Part0, then the [strike]pivot point[/strike] offset, then the Part1. Could you maybe add that?
Edit: Ethan is right. Formulated my suggestion wrongly.
I’m not sure I understand what you mean by pivot. Here’s what I think you mean: the point the Part1 rotates around when you use the rotate tool in AnimEdit. If that’s the case, C0 is the pivot point.
I’m not sure I understand what you mean by pivot. Here’s what I think you mean: the point the Part1 rotates around when you use the rotate tool in AnimEdit. If that’s the case, C0 is the pivot point.[/quote]
Yes, that’s indeed what I mean. Sorry for explaining is badly.
I’m not sure I understand what you mean by pivot. Here’s what I think you mean: the point the Part1 rotates around when you use the rotate tool in AnimEdit. If that’s the case, C0 is the pivot point.[/quote]
Yes, that’s indeed what I mean. Sorry for explaining is badly.[/quote]
Okay, then what you’re looking for is just the C0, represented by the blue orb in the editor.
[spoiler]1: Move the blue orb to the pivot point using the move tool
AHHHH yay! Exactly what I needed! Now I can easily set the point of rotation for motors on my rigs.
…Lol, okay, so before I posted this I went to make sure DaMrNelson’s Character Creator couldn’t do exactly this, but it turns out it can. I never could figure it out until I saw the key shortcuts in the bottom left corner just now. I’ll probably be using that instead since it has a few extra features that make the process quicker. I’d be tempted to modify yours for my personal needs as it has the core of what I need for rigging models if you don’t mind.
Humanoids do use Motor6Ds. You probably had your motors configured wrong (forgot to weld the root part to the torso, had a conflicting hierarchy, etc.).
Hmm, I think my NPCs might originally be free models from like 2010, since whenever I create new NPCs for a project I just copy existing ones from previous projects. Might be the reason why
EDIT:
Anyway I used motor6d’s this time but I dont understand how the plugin is supposed to work. Am I supposed to rotate/move “C0/C1 Positioner”? Doing that seems to have no effect
When you move the positioners you’re changing the motor’s properties. C0 is the point that the limb will pivot around when you rotate it in the anim editor. C1 is the position of the part.
Could I easily use this to find out Motor properties and create custom animations with Motor6Ds? I’m going to add animals to my game and I don’t even know how to animate normal models…
This plugin is for creating joints that are used in animations, not for creating the animations instead. This can be used to rig your models with proper joints but you still need to use the animation editor to create the animations themselves.
If you just want to read the motor properties you can access them like any other property.