If you want to rig perfectly precisely then my edit will be better suited to your purposes. (Not trying to advertise, I’m just sharing the copy of the editor I use when I do perfectly precise rigging.)
Still a very good tutorial, though perhaps you might want to mention how to use the stock editor since it has IK?
Sorry about the delayed response, I don’t check in a ton these days.
I’m really happy you liked it. While I’m still not going to put it up on the main plugin page I’ve put the plugin back up.
If you’d prefer you can also download it directly here: char-creator.rbxm (12.1 KB)
Just put char-creator.rbxm in %LOCALAPPDATA%\Roblox\Plugins and it will run fine.
Don’t know if this would be considered thread bumping, but I decided to follow this tutorial to animate a mech. I attempted to use the default roblox animation editor, and it did not appear to work in the desired behavior.
I’ve upload a gif showing me using the editor, and it not cooperating.
I tested this against a default r15 rig I setup using a different plugin, and the animation editor worked. Is this user error, or did something change?
Please send help! Awesome tutorial though, appreciate the effort put into it!
Definitely, from the few pictures, looks like the rig is messed up. One of the main things Im seeing is that the model is thinking the rightarm is the root…
If you don’t mind, add me on discord at 12904#1757 and I can go through all the steps and help you through it!
If not, we can of course talk here, just will make it a bit more difficult… The first thing I’d do is go through and re-rig the model, insuring you have a definite root part set. In this type of rig, I’d suggest having it in the torso area.
I sent a friend req on discord. I am Conmmander#9105.
That’s strange that it thinks rightarm is the root. I didn’t notice that before. I will attempt to rerig the model in this case first though until then.
Hello! Amazing tutorial, this is just what I was looking for . One question though: I don’t have any scripting abilities, so is it possible to make this an executable command? (I’m useing a cutscene plugin too and I’d like to start the animation when the camera pans onto the person. So for example I can just paste a script or something into the camera script to activate the animation of the object.)
so I want to try experiment it so I don’t want to use the default animation plugin thou (I personal like Moon Animator plugin instead of default animation plugin)
Possibly, the script included will just play the animation once the game has loaded… For a easy fix, just change “wait(1)” to however many seconds until the animation needs to play into the cut scene. (For example: wait(3)"
And thank you, glad you liked the tutorial! If you have anymore questions, let me know…
@DeathLilian Yes it should, I personally am not familiar with Moon animator, but from what I know about it, it uses basically the same rigging as the default animator. I think it kinda goes without saying, but the last few steps on actually animating the model will be slightly different since its a different platform. Good lucky with it!
Alright thanks. I’m going to admit, I’ve only ever programmed on scratch. In scratch, there is a broadcast and receive code block. Is there a way to kind of “broadcast,” so I don’t have to figure out how many seconds each scene is?
function PlayAnimation()
local loadedanimation = script.Parent.AnimationController:LoadAnimation(script.Parent.Animation)
loadedanimation:Play()
end
Then to call the function, you would do
PlayAnimation()
Although, you’ll have to go inside of your cutscene script and look at all of the different movements and decide where to put the PlayAnimation()… The regular function can go at the top of the script.
Hello, Im having some issues rigging my model. I just cant seem to get the joints right for some reason. I click on a part and connect it to the HumanoidRootPart but once I try to animate it gives me an error.