Help with this please

I have done many topics and no matter how much I hope I never receive help on one of them, I don’t know why :slight_smile: what I do know is that there are people who know and who don’t want to help, because I don’t know :slight_smile: and something happens right now, a stupid mistake , that Roblox does not know how to provide more alternatives due to its stupid and unnecessary limitation, so many updates that excite and turn out to be shit, pure shit, I’m sorry if I offend someone with my words but that’s not my intention, focusing more on the topic, no I know how to make it so that when using the stop() command to stop an animation, I want the character’s 6D engines to remain just as they were before the animation, that is, when using that command the animation stops and just in the time that It stopped, that’s how it’s going to be.
this is the current code:

-- Define una variable para almacenar los motores 6D
local motores6D = {}

-- Itera a través de los descendientes de Char y agrega los motores 6D a la tabla
for i, v in pairs(Char:GetDescendants()) do
    if v:IsA("Motor6D") then
      motores6D[V.Name] = v
    end
end

-- Detiene la animación
Animation:Stop()

-- Itera a través de los motores 6D y ajusta su posición
for i, v in pairs(char:GetDescendants) do
 if v:IsA("Motor6D") then
    v.Transform = motores6D[V.Name].Transform
end
end

The 6D engines are positioned differently than what is indicated in the animation, it is illogical and stupid, and I don’t know why :slight_smile:
edit:
and when I refer to shitty updates, they don’t even specify, which happens with the Transform property and many other things.

6 Likes

Um? What are you exactly doing?

What I want is that right when I stop the animation the joints are established exactly as established or indicated by the keyframes

So basically, you want the animation to stop whenever the animation reaches a certain keyframe, correct?

Let’s say it’s when the player presses a key, and the 6D engines are set just as it was when they pressed the key (the animation frames)

So like freezing the player?

{Unit cap, ignore}

2 Likes

I want the main objective to be subjective, you don’t have to take it into account, what you do have to take into account is how to make that work

I’m sorry, but I can’t really help you with your code since I don’t exactly know what you are trying to aim for. Yes, I know you want the player to have their Motor6D’s set just as it was when they pressed the key but when you mean by that, do you mean by pausing the animation and freezing the player on the current pose the animation is forcing them to (Sorry if it’s a bit sloppy.)

That’s right, I know what you mean, you want me to set the speed to 0, it’s an option, I want to create an effect like that, but without doing it that way, I have time up to 1 hour to find something different to do it with and the script that’s what closer than I have been, and if I want to freeze the player just as the animation was before using the stop() command

Well, I don’t know how to exactly do that but I guess I could try anchoring the players bodyparts and set the animation speed to zero or just pause the animation entirely.

1 Like

anchoring, it seems good and simple to me, I’m going to see if it works, that seems more feasible to me, after all my system does not have physics movement, but it does have its own physics, well well, I’m going to try

Well, good luck on trying it! Hope it works.

It works, I will have to make several changes to my system, Thanks. primera vez que estos me ayudan :slight_smile:

No problem, I’m happy to help.

It works, but I wouldn’t know how to make the parts positioned exactly how I want without modifying the 6D engines, that is, modifying the CFrame, I don’t know how to do it taking into account the current position and how I plan it in the animation editor

I am thinking about the second option, of stopping the animation by setting the speed to 0 but in the same way you cannot modify the Transform property if the animation is playing

Another aspect to keep in mind is that the first option is the most feasible but from what I see you have to do a somewhat complex calculation for that.

hi help me please, for please help me

Help me for please help meeeeeeeeeeeee

This is confusing, so you want to stop the animation, can’t you do markerreachedsignal for a specific time or adjustspeed? no se que estas haciendo