I’m attempting to restore a player’s joint’s C0 and C1 in a dress-up system I’m experimenting with. To do this, I created a table of each joint and the C0 and C1 of said joint that can be accessed when possible.
I noticed, however, that the C0 and C1 that’s being added into the table are completely different from the regular C0 and C1 that I’m able to look at and print myself on my character. I have no idea if this is the result of a bug or some other issue, so I’m hoping someone can assist.
Here’s the LeftShoulder Motor6D with its C0 and C1 printed out
Could this be due to client-sided animations not replicating to the server?
If you’re getting the values immediately when a player’s character is added, the lag between the client and the server could also cause this?
I’m not that great at scripting, but maybe try continuously printing out the values to see if they eventually match up, or if they’re completely disjointed.
I’d say trust the server’s numbers, but this depends on how much the dressup system depends on the server, and it might be better to use the client’s values.
Your idea of the lag between client to server was correct, I added a ten second wait just to be sure and it seems to have fixed up the issue! I’ll keep in mind that last comment about client values as well once things get really started and I have a better idea of what the client needs vs. server!