Going about making a smooth animation for my parkour system

Hello, i’m trying to make a parkour system.
I want to make it so you can climb up ledges.


As you can see, the problem is that i teleport myself up there since i don’t really know how i can smoothly move myself up.

You won’t really need a script for the soloution, i have a cframe that i would like to smoothly move up, but i’m unsure as of how i should do it.
Appreciate any help, and i would rather not use any physics based stuff. (Bodymovers.)

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It might look even cheesier than the teleport, but you could anchor the players’ root and tween its CFrame from the jumped position up to the ledge standing position, unanchoring them when it’s done. Maybe throw an animation on them while they’re tweening.

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Well, this went horrible.

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That’s odd, but it looks like the rootpart was becoming separated from the player.
Instead of:
char.HumanoidRootPart.CFrame = CFrame.new(...)
do:
char:SetPrimaryPartCFrame(CFrame.new(...))
to move the entire model at once instead of just the root.
To tween this you could tween a CFrameValue isntead and bind a function to its .Changed event, calling :SetPrimaryPartCFrame() to its current value.

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I tried this, (lerping the humanoidRootPart instead of tweenservice)
does it look acceptable? I’d add an animation of course.

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It looks a bit like a double-jump but it’s progress! Maybe you could wait until the player touches the wall and make it look like a brief climbing animation.

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