is there a way to switch between IK and FK without resetting the rotation of the limb? sometimes i want to animate in FK then switch to IK from then on, but if it resets it’s kinda unfeasible =P
This is a normal limitation with a lot of FK+IK rigs, and the best thing you can do is also the worst thing, you’ll have to manually position the IK target to where the current hand is, you can do this by setting the IK slider to like 0.01 so that all the bones on the the arm appear and you can position it where it needs to be.
It’s tedious, it doesn’t feel right, but it’s what we have now.
I have had one idea for a bit with some kind of button in the plugin that automatically does this, but I haven’t gotten around to it, I might try doing it now.
Copy the global transforms for the bones, then switch to Fk and paste them. Thats what I do from 1 frame to the other
Seeing how Weapon welding from @Cautioned doesnt work because of the mirroring main rig and the pseudo animation rig and the import only welding to the real rig, there isnt really a world where @Cautioned fixes this not working no?
The fix will always be copying the created bone into the animation rig.
I used to prefer the Object Anchor points really. I hate having to edit Motor 6ds.
Also means Ill need the same PrimaryPart in tools so that the Motor6D works for other tools if they share the animation which brings me literally back to Anchorpoints (to a certain degree).
@Aeresei Do you really find the no Anchorpoint implementation better than Anchorpoints. I kinda need a 2nd opinion here on my case xd
Personally, I find it way easier because it’s all of the work you had to do with the anchor points, but condensed into a single button, there really is almost no difference, since you still had to weld the weapon to an anchor point, you still had to copy and manually position it in Blender, and it just wasn’t intuitive imo.
With anchor points, if you wanted anything that had 2 or more bones/Motor6Ds, you we’re basically cooked, I built anchor points around simple stuff, like swords or static guns, but the moment you want anything with a bit more interactivity, you’re out of luck.
If you prefer anchor points, I still have every single older version of this rig and I’d be happy to give you the latest version with anchor points.
As for the dislike on changing Motor6D’s, you can fix this by instead using a tool object itself and using a tool grip editor, which makes it very easy to do what you need, without needing to get into the details of Motor6Ds
My process for animating a tool is typically:
- Make a normal tool with a Handle part and anything else you need
- Rig it, or just weld it if you don’t care for rigging
- Place the tool in an R6 rig, any will work, it should automatically reposition (if it doesn’t, check your welds, or unanchor the tool)
- Use Reclass to change the RightGrip weld in the Right Arm to a Motor6D, which is automatic and easy
- Export the weapon
- Import it in blender, turn off Show Weld Bones, and you’re done
If you don’t wanna install Reclass (which, I still highly recommend, it has saved me hours of work), you can use something as simple as this:
local Selection = game:GetService("Selection")
local selectedWeld = Selection:Get()[1]
if selectedWeld and selectedWeld:IsA("Weld") then
local motor6D = Instance.new("Motor6D")
motor6D.Name = weld.Name
motor6D.Part0 = weld.Part0
motor6D.Part1 = weld.Part1
motor6D.C0 = weld.C0
motor6D.C1 = weld.C1
motor6D.Parent = weld.Parent
weld:Destroy()
else
warn("Select a Weld")
end
https://create.roblox.com/store/asset/70896498010235/stravant-GripEdit-Tool-Grip-Editor
https://create.roblox.com/store/asset/2867765019/Reclass-classic-the-original-Roblox-reclasser
Is there like a tutorial on how to fully utilise this rig, I am trying to figure the out how to even move the character the way I want and it just goes the other way or sometimes doesn’t even do anything, just a bit frusturating.
Is there something going on with the Cautioned plugin or Studio? Whenever I import an animation it fails to play the Torso and Head movement at all. Adaptive Animation is off and was never turned on.
For the camera in blender, does the camera attached to the head (focal length at 14.4675 mm) correspond to 70FOV on Roblox? I would love some guidance on how to accurately get the camera on Blender to look the same as how it would look in a Roblox game
Yeah the cautioned plugin had a bit of an issue regarding any and all imports because Cautioned accidentally published the plugin when it had unfinished bone weight, if you update again and then reinstall the blender plugin, it should be fixed.
Yeah, the focal length being 14.4675 translates to 105.5 diagonal FOV which translates to 70 FOV in Roblox, I already setup the camera exactly and what you see in Blender should be 1:1 to what you see in Studio
damn i never seen a rig on here with a torso influence slider