You can technically make cutscenes with this plugin, although it’s not what this plugin is designed for so there may be some caveats:
- no native support for camera movement
- altered way of moving rigs (Motor6Ds are supported, but it currently works as a purely visual effect instead of a functional one)
Yes, you can use this plugin to animate long cutscenes, but it would have a different workflow than you’re used to if you are used to using Roblox’s built-in animator or Moon Animator.
Can you elaborate on this issue? Are the parts moving the moment you put it in the editor? Is it during playback? Some pictures/videos of the problem can help me diagnose this issue. Thanks!
However, I’ve come to realize that the WorldPivot
of the Model instance isn’t the CFrame
position of the model, but rather, just the pivot . This may be the cause of the issue as I see you’re using a lot of models. I’m currently trying to find a method to get the actual transformation of the model in world space. There is no native API for getting model CFrame changes, so a solution/workaround is being used for.
There’s a feature I would like to add to the plugin, although, it may interfere with some workflows. I’m thinking about implementing a relativistic system. PVInstances (e.g., Models, Parts, Wedges) would have their CFrame
relative to their parent’s CFrame
. For example, a part parented to another part would have their CFrame
relative to the parent part rather than the Origin Part. This would enable more standard rig creation experience without the need for Motor6Ds. I’m wondering if you think this is a breaking feature so I can put more consideration into the steps I take to implement this feature.
I’m not quite sure what you mean by the Origin part during runtime. The Editor Folder has archivable set to false
, so the folder and its descendants shouldn’t be appearing during runtime.
For ease of use, both are possible.
I’ve run into this issue as well. My current (although crude) solution is to split the rotation into 3 sections. From 0 to 179 degrees, 179 to 181 degrees, and then 181 to 360 degrees. However, this does not work for all use-cases.
This is a very good idea! I’m going to experiment with this. Thanks for the suggestion!
This is a solution I’ve thought about implementing as well! My current plan is to clone the MeshPart and parent it into the exported data module. When the animation player tries to load the instance, it will then reference the cloned MeshPart.
I’m sorry you lost progress. A backup option would definitely be made.
Thank you so much for your feedback!