Procedural Animations vs Roblox Animations

Yes! C0 and C1 value sets won’t overwrite any Roblox animation sets. When roblox animations get applied to a Motor6D (by the client that called :Play() or by replication) they use the Transform property of Motor6D objects. Parts are oriented with a Motor6Ds C0, C1 and Transform factored as follows: Motor6D.Part1.CFrame = Motor6D.Part0.CFrame * Motor6D.C0 * Motor6D.Transform * Motor6D.C1:Inverse()

So if you animated all your holding, reloading, sprinting animations to face “forwards” and then edited the C0 of the Waist, Neck and Shoulder joints you’d be able to aim at at the mouse. For what it’s worth this is the kind of thing that inverse kinematics does better than roblox animations will. The arms in the video I posted use the same IK method from this tutorial when a firearm is equipped. The firearm gets positioned, then the arms reach for their grip positions on the firearm.

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