I went back to working on this old project of mine. Figured I’d upload it here to see what you all think.
There are a few obvious and some not-so-obvious issues that I need to address. Let me know if you have any questions or comments and I’ll respond as soon as possible!
Just animations imported from Half-Life. inverse kinematics on a mesh deformed animation would be essentially impossible on the Roblox platform. While Source has all of that built in Roblox simply does not have the technology pre-made, thus you would have to essentially invent an inverse kinematics system for mesh deformed animations. Such would require a system to manipulate bones frame by frame live during gameplay by the server, which would again be essentially impossible to do effectively (without messing up a pre-existing animation).
I’ve been trying to set up a good way to blend the animations. However, half-life does not have in and out animations like some games do. This is because everything is done via inverse kinematics, so there really isn’t a need to specifically animate ins and outs for most animations on a model. Do you have a guide that might better explain how animation blending works with Roblox? I have not found any good ones thus far, but I may not have looked far enough.
To clarify, the animations imported with the strider came at a certain speed, so I adjusted the speed of the humanoid within the starter character. The strider model uses such that it works with the animation and there is no sliding of any kind. Unfortunately, I’ve yet to work out a system that prevents it from sliding when doing things like turning.