Hello! I’m looking to be a developer on Roblox! I have an understanding of lua and how to make things (Ex. A rotating door, adding an animation to a player, module scripts) but… I’m having trouble understanding more complicated movement.
I am reading this post, as I want to add procedural animation to my character. I am… Bad at learning from posts and stuff and there isn’t really good video resources about what I’m trying to achieve. Any videos on Inverse Kinematics cover the FABRIK method instead of with trigonometry. I do not desire this as I want to have more control over the movement.
I am… Aware… That I might be stepping too deep into the water. I have barely an understanding of matrix math (I’m 17 but American education is sorry when you live in a poor area like I do). Is anyone willing to help me out? I understand the concept (and some of the math) behind the Law of Cosines, however there are things that confuse me about the referenced post and I don’t even know where to start.
Example:
- Why do you have to multiply the upper torso CFrame (upperTorso.CFrame) with a saved CFrame of the shoulder joint (shoulderC0Save)
- Why does the shoulder angle need half of pie added to the calculated angle? Why is it in the X part of the equation (local shoulderAngle = CFrame.Angles(A + math.pi/2, 0, 0))
- Why does the elbow angle need subtracted by the calculated shoulder angle (CFrame.Angles(C - A, 0, 0))
I have more questions, but I dont even know how to go about answering these questions ive posed right here.
Maybe youre a developer who has experience with CFrames and stuff, how can I achieve my goals?
Where do I have to look to find the answers to my questions and gain an understanding of CFrame math. Perhaps someone could make an extensive and informational post about it (or link me one that I may not know about), or perhaps someone could make a very long video talking all about CFrames… Or maybe someone can just private message me and help me understand basics about CFrames and answer my questions lol (probably not but I can always hope).