#NEED HELP -- I AM TRYING TO MAKE A ANIMATION FOR ALL MODELES
1 messages · Page 1 of 1 (latest)
if all your "fishes" are single-meshes or similar-meshes you could add an animationcontroller & a primary part to animate them.
just remember to make sure all of them are called the same & have the same amount of parts to minimize errors
if you don't want to use the animation editor then i'd recommend experimenting with tweening and random numbers to make that sort of wiggly effect
Each model have different amount of parts
could you try modelling & texturing them in blender so you can get a single mesh?
it would make your scripting-life a hell of a lot easier
what about the mutations
I think I will just have to animate them myself, thanks for the help
I have a sheet all I got to do is add the animation and it does it, but just didnt want to do that because I thought it would be eaiser to automate it
["Turtle"] = {
Price = "$1500000000",
CashPerSec = "80000/s",
Rarity = "Common",
MutationpartsColor1 = {1,2,4,6,7},
MutationpartsColor2 = {3,5},
RunningAnimationId = "rbxassetid://125631578634562",
JumpID = "rbxassetid://129193464313844",
AiVoice = "rbxassetid://128653645230866",
JumpSpeed = 1,
RunSpeed = 0.5
},
["Frog"] = {
Price = "$1500000000",
CashPerSec = "80000/s",
Rarity = "Common",
MutationpartsColor1 = {1,2,3,4,5,6,10,7,9},
MutationpartsColor2 = {11,12,13,8},
RunningAnimationId = "rbxassetid://125909466571873",
JumpID = "rbxassetid://101033784818318",
AiVoice = "rbxassetid://128439483680320",
JumpSpeed = 1,
RunSpeed = 0.5
}
Ty
you could try my other suggestion: #1409783859305775184 message
though it'll be way less controlled and may give off unexpected results, it'll be nowhere close to how "steal a fish" looks like but should be pretty automated
@paper flume Actually there is one more thing I want to ask, I have a script that already autmocially makes them bounce but it does it by cframe which prevenets it me from using moveto
you got any ideas around that?
?? i never knew that prevented .moveto but the more you know i guess 😭
uh, you could try tweening it from part A (the start of the line) to part B (end of the line)?
did not work
What if I instead make a animation for each amount of parts would that work?
could you send over your snippet?
local TweenService = game:GetService("TweenService")
local model = script.Parent
local hrp = model:WaitForChild("HumanoidRootPart")
local Goal = script.Parent.Goal
local Bought = script.Parent.Bought
local bounceHeight = 5
local bounceTime = 0.4
local moveTime = 1
local function moveAndBounce(targetPos)
local startPos = hrp.Position
local endPos = targetPos
local t = 0
while (hrp.Position - endPos).Magnitude > 1 and Bought.Value == false do
t = math.clamp(t + 0.03, 0, 1)
local newPos = startPos:Lerp(endPos, t)
local bounceOffset = math.sin(t * math.pi * 2) * bounceHeight
hrp.Position = Vector3.new(newPos.X, newPos.Y + bounceOffset, newPos.Z)
wait(0.03)
end
end
Goal.Changed:Connect(function()
coroutine.wrap(function()
moveAndBounce(Goal.Value.Position)
end)()
end)
yes, but to an extent.
say for instance you make an R6 animation, that'll have 6 limbs, so six individual parts
now if you run that on a rig that has 7 limbs, it wont animate the 7th limb. only the first 6.
so say you have fish1
fish1:
part1
part2
part3
and then
fish2:
part1
part2
part3
part4
if you run fish1's animation on fish2 it'll only animate 1, 2, & 3.
you also need to make sure the part names are the exact same!
I did this but Since the parts are in different locations they rotate werid
? perhaps you didnt rig them right
I made him have 45 parts to make it rotate any model
I rig them all to the humanoidrootpart
Is that why
@paper flume
Should I rig them to each other?
perhaps make an animation where you rotate a centered part (not humanoid root part) that has welds to all other parts?
that way you could have it work on any model
@paper turret I figure it out, I first wait 0.5 seconds for the game to set the mutation colors then I union the model into one part and use the animation which has one part with the same name so it plays it and since it is the whole part it does not mess up the rotation
that's a great way to handle it, i honestly forgot unions even existed 😭