I have a 1 keyframe idle animation for a rig, and I want to be able to get the world position of a part (ie a tool) from the keyframe, as Poses hold CFrame data. I though I could just use :ToWorldSpace(), but It turns out that I forgot to factor in the c0 and c1 of the Motor6Ds. Im not the best with CFrames, so I have no idea how to do this. How can I get the CFrame of a part from a Keyframe object?
#Get CFrame of Part Via KeyFrame and Pose
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Keyframe
as in like Animation keyframe?
You can get it by applying the animation
Then pausing it where you want the pose
Then you print the CFrame of each motor6d joint
CFrame.Position
Aswell as the rotation
Vector3.new(CFrame:ToEularYXZ())
something like that
unfortunetely I need it to work as a script ingame
i can get the animation keyframe via GetAnimationClipAsync(
alr
so you need
the CFrame
thats all?
I might sound like lester but I will see what I can do
with all due respect i shall wait
alright well the official roblox studio page says nothing about cframe as a property
however
there are KeyframeMarkers
Keyframe:GetMarkers()
Could that be something?
there are also :GetPoses()
Oh yeah
ive opened one as a object in explorer
** You are now Level 1! **
:GetPoses() gives you the Motor6D
and then you get .CFrame on the pose
yup
those are the Motor6D positions
and rotations
yes and im using toobjectsace and toworldspace to get the worldpos
Rotation is radians so be careful
but idk how to factor in moto6d offsets via c0 and c1
its motor6d btw
properties displays it as degrees
its vertex not space
so
btw
are you trying to make r15 to r6 animations?

or r6 to r15?
oh
well you gotta apply the cframe to the appropriate motor6d
then you can get the world position
or do sin and cos math to do it automatically
I wouldnt do that its hell
and when I mean hell
I mean wikipedia article https://en.wikipedia.org/wiki/Rotation_matrix
In linear algebra, a rotation matrix is a transformation matrix that is used to perform a rotation in Euclidean space. For example, using the convention below, the matrix
R
=
[
cos
θ...
dont waste your time with sin and cos rotation matrix