Before starting this topic I would like to clarify that I have already done a lot of research and have asked Chat gpt. But apparently this article must be found on the internet but I don’t know which name to look for since I have searched for multiple names and haven’t found what I really need. Now let’s continue with the topic.
I want to make a game or a prototype for a game which consists of the player holding on to a part of the mechanics, I’ll take care of it, but the problem I currently have is that I don’t have the brainpower to invent a method to make the engines 6D of the left and right UpperArm are positioned at an angle with an orientation that ends with the player character’s hands gripping the part and in such a way that the rest of the body lowers enough so that that distance between the body and the hand left gripping the part. A simpler and less technical way to explain it is to create a system in which the player holds a bar to exercise.
Thanks for responding, I don’t want cinematics or anything haha. What I want is for the player’s arms to simply be holding a part.
Imagine a bar that is about 3 meters high, the player jumps and poons if he is close because his arms grab the bar and he does not let his body fall to the floor. I like the metod
ok so this post the way its written is confusing but I’m going to assume you want it so that there is a bar or something so when the player jumps it acts as if you grab it? And when you move you say attached to it. I don’t know how to do this, but just trying to make sense of this so others might be able to.
Also Inverse Kinematics isn’t cinematics its a joint system basically that if one part moves it also moves and or rotates the other part at the same time like this gif: (not mine)
Try using any of the constrains in the arms or HRP. Sometimes you have to use multiple of them tho achieve what you want.
I needed to constrain all the axis of a collider welded to HRP. AlignOrientation (in collider a reference part in workspace) + Weld makes the HRP not rotatable. So I’ve added a CylindricalConstraint (between collider and HRP) and destroyed the weld, and it worked.
What do you mean by holding onto a part? Is there a way for you to show it? Like through a drawing or something? Because its a little hard to understand what you mean.
Im pretty sure you can easily do this with an animation, Unless you can’t do that for how your system is set up.
Anyways, Like how others suggested, You should use Inverse Kinematics (not cinematics, thats a completely different thing), But if thats too advanced, Then you should probably just use an animation.
In most games that have this same feature, i think they use animations.
How about you an AlignPosition and AlignOrientation inside of the player, and then have the RootAttachment be the Attachment0 for both and then have an attachment somewhere on the part youll probably have to mess around with positioning and then rotate that attachment the way you want the character rotated and then you can use whatever type of input to set the Attachment1 of both the AlignPosition and AlignOrientation to be the Attachment that is inside of the part the player is holding onto
Hey, I already made the system functional, in my own way, but. After changing the orientation of the humanoidrootpart, how do I then adjust the position so that the player’s hands are in the same position as before?