Roblox's Animation Editor plugin not detecting valve mesh I "rigged" in Moon Animator?

Hello,

As silly as it may sound, I’m quite struggling to rig this mesh of a valve. I looked up some tutorials to learn how to do so with simple parts but it just wasn’t working for me. It’s supposedly “rigged” and even animatable in Moon Animator to where I managed to make a simple rotating animation for it afterwards but when I try selecting the mesh while having Roblox’s Animation Editor open it won’t detect anything? I tried rigging it again but this time using a popular rigging plugin called “Rig Editor”. It said that it must have an AnimationController and so I inserted one but for some reason it didn’t work that way either. What’s going on?

The mesh

The animation I made in Moon Animator

When I try selecting the mesh with Roblox’s Animation Editor plugin

As you see, no matter how much I try selecting it with said plugin, it won’t work. What am I doing wrong? Simple stuff that would take an experienced animator seconds to figure out lol, I’d truly appreciate your help including some explanation!!

The folders Moon Animator made just in ServerStorage in case you need to see it

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Why don’t you just use TweenService?

I did try but the valve didn’t stay in place when I tried orienting it 90 degrees:

I’m making a puzzle where you rotate a platform with valves, when I add the rotating tween that the platform has to the valve, it moves like how shown in the video. This is the script:

local info = TweenInfo.new(1.5, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, false, 0)
local info2 = TweenInfo.new(1.5, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, false, 0)
local alreadyTriggered = false
local Valve = script.Parent
local ValveClickDetector = script.Parent.ClickDetector
local RotatingPart = game.Workspace.RotatingPart1

local direction = 1
local maxPos = 2
local currentPos = 0
Valve.ClickDetector.MouseClick:Connect(function()
	if alreadyTriggered == false then
		alreadyTriggered = true

		local goals = {
			Orientation = RotatingPart.Orientation + Vector3.new(0, 90 * direction, 0)
		}

		local platformtween = game:GetService("TweenService"):Create(RotatingPart,info,goals)
		
		
		local goals2 = {
			Orientation = Vector3.new(Valve.Orientation.X, Valve.Orientation.Y - 90, Valve.Orientation.Z)
		}
		local valvetween = game:GetService("TweenService"):Create(Valve,info,goals2)

		ValveClickDetector.MaxActivationDistance = 0
		valvetween:Play()
		wait(0.2)
		platformtween:Play()

		-- update currentPos in direction
		currentPos += direction

		-- if currentPos has reached either end
		if currentPos == 0 or currentPos == maxPos then
			-- invert direction
			direction = -direction
		end

		platformtween.Completed:Wait()
		ValveClickDetector.MaxActivationDistance = 12
		alreadyTriggered = false
	end
end)

Would you happen to know how to rotate it from the sides as needed?

try using tweens… its smoother and the objects are anchored ; D

Check my reply about yours, you’ll see what happens when I used Tween. I can’t get it to rotate just from the sides, it rotates the entire mesh in a whole different way.

as far as i know the roblox animator needs the rig to have a humanoid, and a “HumanoidRootPart” to work.

i think what you can do to make this work is basically make a transparent part (called humanoidrootpart) that holds the “valve” in it, then select your “HumanoidRootPart” as the base joint, then the valve as the secondary joint then animate the valve again and you’re all set

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