So I understand that in order to move this, I need to script the motor6d. I can figure out the angles problem with trig later, and set it’s transform value with render stepped (unless that’s a bad idea and I should do otherwise, if so tell me)
My main question is, how do I overwrite the actual animations in the player’s animator without permanently ruining the player’s animator/animations?
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Try reading this creator documentation about inverse kinematics
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how exactly are you thinking i should use this?
Ik control is really easy to use, just mildly inconvenient to set up in a script
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im using r6 tho so how would i make this work
Then you’d need to manipulate the motor6Ds for whichever arm you’re using
There’s a few good tutorials on Youtube