Bone Selection in the Animation Clip Editor

R is the default Key to switch between Rotation and Location editing in the Animation Editor. Clicking most Other UI elements outside the Animation Editor (model Tools included) will turn off the plugin.

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Pressing V toggles the visibility of bones (at least by default)

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Oh you’re Right, thanks For telling me this!

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Awesome update really brings animation better into roblox

This should of been released when the plugin came out.

Great that it is available now though.

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Yes, that should be possible! If you run into any issues, please message me and ill take a look.

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how will this work with leaf bones? not sure how those work with exporting from blender because it feels inconsistent

Does this mean we will be capable of animating a size property soon?

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Next can we get a feature where we can bind collision meshes to bones so we can have physics on our skinned meshes?

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move tool is now completely broken on regular rigs

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can confirm move tool is completely broken, and leg IK is broken too

What do you mean by broken? Can you share the steps you took to see this? I just checked it out and couldnt reproduce on my end.

Thanks!

anims.rbxl (96.5 KB)
selecting a part in the editor and hitting ctrl+2 or selecting the move option in the tools tab kicks me out of the editor with the “Click here to continue using the Animation Editor” text, making it impossible to change the position of parts, I can only rotate them

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Use R to toggle, I thought it was the only way to do so.

This is incredible news for the roblox developers! Now we can create characters to move so realistically!

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This is a great advance, it will help me a lot in my project. :grinning:

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If you are having issues with the move tool in the ACE, try turning off the MaterialService beta. We are still working on a fix. If that doesnt work, please let me know!

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Great change! Always wondered why this wasn’t possible.

The fix for the issue where Animation Clip Editor closed when you switched draggers on the MaterialService beta is now live! Please let me know if you still see that issue.

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