I want my aiming animation which is on the Upper Body Only( Upper Torso, arms, head) rotatoion to not be affected by lower body walking animation. The Upper Body animation uses a 6 second animation to aim from down(-90) to up(90)
Lower body animation is set to core while upper body animation is set to action 3.
I want to use motor6d either with C0 or transform. to maintain the rotation of the upperbody to be consistent as the upper body animation originally is but the lower torso, which is not included in the upper body animation and its only in the walking animation, is affecting my upper body rotations. How do i fix it?
Here is the code:
--self is the NPC character
function aim()
if self and target then
local x1,y1,z1 = self.HumanoidRootPart.CFrame:ToOrientation()
local x2,y2,z2 = self.LowerTorso.CFrame:ToOrientation()
local x3,y3,z3 = self.UpperTorso.CFrame:ToOrientation()
local dist = y1-y2
local dist2 = z1-z2
local direction = (target.Position+Vector3.new(0,-0.4,0) - self.UpperTorso.Position).unit
local verticalAngle = math.deg(math.asin(direction.Y))
wa.C0 = waC0 * CFrame.new(0, 0.34, -0.114) * CFrame.Angles(x1-x2, y1-y2, z1-z2)
-- print(verticalAngle)
anim.TimePosition = (verticalAngle + 90) / 30
else
warn("NPC or Target not found")
end
end
RunService.Stepped:Connect(aim)