So I’ve been coding this gun system for a while now, but the thing that’s stumped me is the crouching animations. What I’m aiming for is something similar to Cishashto’s Entry Point. I’ve uploaded a Medal clip here to see what I mean:
The arms move dynamically straight ahead, even if the torso rotates towards the ground.
Now, what I’ve tried is constantly resetting the Motor6D.Transform, but that usually leads to wacky looking animations.
local renderSteppedEvent = rs.RenderStepped:Connect(function()
offset = CFrame.fromEulerAnglesXYZ(angle, 0,0)
end)
-- this should update the Motor6D Transforms
local steppedEvent = rs.Stepped:Connect(function()
motor.Transform *= offset
end)
What I’m mainly looking for is a better alternative to create smoother animations like Entry Point’s. Any help is appreciated, thanks for reading!
You can try using animations with Animation Priority which allows certain animations to override others. You can create an animation for crouching and put it as Action1 and then for the gun holding animation you can set it as Action2 but make sure not to animate any parts of the body that you don’t want the gun holding animation to override the crouching.
Hope this helps!
Not necessarily, all you need are two animations: The crouch animation you already made and the gun holding animation. For the gun holding anim you just need to animate the arms and not touch anything else. You can just use one key frame (basically just position the arms) for the gun holding animation so the arms don’t move. Roblox should automatically blend them together when you’re crouching or not if you utilize animation priority properly. I can show you an example on how to achieve this if you would like.