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What do you want to achieve? I want to rig a sword into the rig’s right hand
What is the issue? I have tried creating a constraint and setting the target to the right hand but it didnt work.Also the sword doesnt include any bones.I just want the sword to move when i move my arm
**What solutions have you tried so far?**I have tried youtube,google and devforum but it all seems pretty confusing.My rig also doesnt have an armature as i rigged it by renaming the parts and using the blender plugin.
if you’re welding from studio, use a Weld or a motor6 instead of WeldConstraint since it’s not compatible with the old blender plugin.
otherwise in blender, you can add a ChildOf object constraint to the sword with the right hand as the target.
If you want to animate the tool though, create a bone for the tool in the rig armature. Place the bone in the right position for the right hand and set the parent to the right hand bone while keeping offset. Then add the ChildOf object constraint to the sword with the armature as the target and the tool’s bone. Set inverse in the constraint.
the sword should move along with the right hand now if you move the bones in pose mode but i dont think this will export back with the blender plugin. weld from studio instead and export the rig to blender with the plugin for that.
Thanks but how would i add an armature to my r15 rig.As im currently just renaming the parts and then using the plugin in blender to create bones.I have tried using premade rigs but most of them dont work and some are complicated.
The “_Rig” in the explorer/outliner is your armature so you would edit that to add a bone for the tool. The r15 rig setup by the plugin, each limb part has a constraint to move along with the armature’s bones.
Still, I would weld or make a motor from studio, then use the plugin to export the rig to blender. This way i can export the animation back to roblox by the plugin so it would include the movements for the tool.
I see you seem very experienced.Can I also ask how to manipulate a camera part inside blender as I want to have cutscene animations along with both the target and user.Do I put a motor6D inside the part and also a HumanoidRootPart then set group into a model and set the parent to the character?
You can add a part directly into the character model and connect it to the rig with motor6d to the HumanoidRootPart. Then use the plugin to export to blender.
In blender, you move the bone for the camera part in pose mode to animate it.
Or, in pose mode with the bone selected, you can add a bone constraint, CopyTransforms, to the bone for this camera part with target to a Camera object. The bone snaps to the camera and you can add a mask modifier to hide the part.
You would then move the camera object instead for animating. Align Active Camera to View and Fly mode could be useful for moving the camera around.
I don’t make animations though so I dont have tips on camera work.
The bone should be created. Before exporting the rig with the plugin in studio, make sure the Motor6D is a child of Part0 and Part0 should be the HumanoidRootPart. Part1 is the camera part.
Sorry, I don’t make animations so I can only answer so much.
To look from your camera’s perspective, you can use camera viewpoint in the view menu. Theres many other options about camera and views in there.
As for the rotated black screens, the letterboxing, a simple way is you can have two planes with the ChildOf constraints targetted to the camera so they move with it. Then to create that effect, move the two planes closer together and rotate them. Use a diffuse shader for the black color and to avoid light reflecting.
You can import sound to play in the animation in the video sequencer.
Hi thanks very much for helping me all this time.but i have another problem where i have a target and user animation but i can only export the user’s animation and when i try to export the target’s animation,it shows the user’s animation.
The informations are located in the post below.Thanks