Like in the title, for example, an animation that moves you , but you can still collide to walls so you dont go trough them or so you dont go back to your original position when the animation ends. I have no idea
Use physics objects like VectorForce or AlightPosition or use the classic and my personal favorite :ApplyImpulse
fit for one time needs.
What if i want the root part to move with the torso to achieve this?
Apply the force on the root part since it is the primary part so the whole assembly will move along with it (torso, arms, legs etc)
You can simple use the CFrame property of the player humanoid root part if you want to move the character.
so if i have an animaton that only moves the torso, so practically the whole character, but not the root part, what should i do?
wouldnt a while loop while animation is playing that it moves the root part to the torso? (r6)
What’s the use case? It seems really weird you wan move everything except the hrp
what hip? what is that? char limit
mb laptop autocorrected me, I ment to say HRP
oh the hrp, i want it to move with the character
so the characters position can change at the final frame, and the character can collide
just do
local Force = 100
HRP:ApplyImpulse(HRP.CFrame.LookVector * HRP.AssemblyMass * Force)
i want to achieve an execution, but that has a lot of movement, and the character doesnt go trough walls
Using :ApplyImpulse
handles collisions sooo…
what is apply impulse? never used it before…
Just applies a force at the center of mass of a base part to propel it in the direction of a Vector3 and with the strength of the magnitude of the Vector3. When it’s applied in the PrimaryPart of a model the whole model will move along with the base part.
but ill need to constantly apply impulse in many directions, right?
How is the movement during the animation? Could you draw like a diagram or smth
well i dont have the animation yet, i wanted to know if i could move the root part in an animation so that the character collides