I am creating a Kuroko’s Basketball game, and as such, height is an important factor. I have made animations for the 5’11 build, but when I equip 7’2 the ball dribbling does not even go to the floor. And sometimes it glitches out the arm. Now I know some games on roblox have workarounds to this, but how? I don’t think making an animation for each height is effective.
I don’t think there is an easy way to do this. You could probably transform the motor6ds of the player such that they fit with the animations, but I’m not sure exactly how you would do it.
Example:
motor6d.Transform = motor6d.Transform * CFrame.new(0,0,0) -- change according to player scale
motor6d.Transform = motor6d.Transform * CFrame.Angles(0,0,0)
Thank you for your timely response. Something that came to mind was using CFrame animations for the ball itself. Have it travel on a ray between the hand and the floor so it adjusts for each height. The only complications with this would be different animations having different times for the ball to hit the floor.
This is a dilemma that I’m pretty sure every single Roblox basketball game goes through. There’s no real solution as far as I can tell except to limit height scaling to not be ridiculously tall, and to make sure the ball clips into the floor a little on any dribble move.
You could try experimenting with offsetting the Ball motor via C0 to counteract height. Disable the offset when playing any animation other than a dribble. You could try measuring how much the height has changed in studs from the default, and then subtracting that from the Y of your C0.