Disabling Motor6D Animating?

Is there a way I can prevent a Motor6D stop from being animated?

Like there are multiply parts named handle with joints and I don’t eant all to animate, is there a way I can prevent it? I could also just make welds depending on where the handle is supposed to be right now, at the moment.

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Change the name of the joint which idk works or just delete the Motor6D animation?

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Well, I will still need to use it later, I’ll try to make welds and enabled/disable both whenever needed probably.

Not sure if this will work

Can’t you just use Motor6D.Enabled = false ?

That would just disconnect them from the character

Example script from this video ( note you cannot unmotor neck it will result character to death )
local NPC=workspace.Rig
NPC.Humanoid:LoadAnimation(script.Animation):Play()
task.wait(2)

-- UnMotor
local needchange=NPC.Torso["Left Shoulder"]
local weld=Instance.new('Weld')
weld.Parent=NPC.Torso
weld.C1=needchange.C1
weld.C0=needchange.C0
weld.Part0=needchange.Part0
weld.Part1=needchange.Part1
weld.Name=needchange.Name
needchange:Destroy()

task.wait(1)
-- Return
local motor6d=Instance.new('Motor6D')
motor6d.C1=needchange.C1
motor6d.C0=needchange.C0
motor6d.Part0=needchange.Part0
motor6d.Part1=needchange.Part1
motor6d.Name=needchange.Name
NPC.Torso["Left Shoulder"]:Destroy()
motor6d.Parent=NPC.Torso
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That was almost what i was talking about thanks, ill give it a try (but in a more performant way)

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here Upgraded
local NPC=workspace.Rig
NPC.Humanoid:LoadAnimation(script.Animation):Play()
task.wait(2)

local function unmotor6d(motor_object,Delays)
task.delay(0,function() -- this one could help for prevent delay trouble
-- UnMotor
if motor_object:IsA'Motor6D'then -- check if it's Motor6D

local needchange=motor_object
local weld=Instance.new('Weld')
weld.Parent=NPC.Torso
weld.C1=needchange.C1
weld.C0=needchange.C0
weld.Part0=needchange.Part0
weld.Part1=needchange.Part1
weld.Name=needchange.Name
needchange:Destroy()

task.wait(Delays)
-- Return
local motor6d=Instance.new('Motor6D')
motor6d.C1=needchange.C1
motor6d.C0=needchange.C0
motor6d.Part0=needchange.Part0
motor6d.Part1=needchange.Part1
motor6d.Name=needchange.Name
weld:Destroy()
motor6d.Parent=NPC.Torso
end
end)
end

unmotor6d(NPC.Torso["Left Shoulder"],3)
unmotor6d(NPC.Torso["Right Shoulder"],2)
unmotor6d(NPC.Torso["Neck"],1) -- You can do that if it's NPC but not player

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