Roblox Motor6d. local tweenService = game:GetService("TweenService") local changes = { C0 = motor.C0 * CFrame.Angles(0,math.rad(180),0) } local tweenInfo = TweenInfo.new( 2 Motor6D joins two BaseParts (Part0 and Part1) together in an animatable way. The Transform property determines the offset between these parts.
This property exposes the internal CFrame that is manipulated by Animations when a Motor6D is being animated. Using this property it is
local tweenService = game:GetService("TweenService") local changes = { C0 = motor.C0 * CFrame.Angles(0,math.rad(180),0) } local tweenInfo = TweenInfo.new( 2
Think of it as an animatable weld, it's what ROBLOX uses to detect whether certain joints can be animated and be put thru keyframes. You can
It is in beta phase now and works only Motor6D C0/C1 Position values. More will come soon with next updates! r/roblox - Model6D editor GUI
the sword doesnt follow the arm local weld3 = Instance.new(“Motor6D”,Character:WaitForChild(“Right Arm”)) weld3.C0 = CFrame.new(0,-0.7,-0.7) weld3.
Essentially, you put Motor6Ds at the joints of your object, and then you use the animation editor on that object. ROBLOX takes care of the rest,
Motor6D joins two BaseParts (Part0 and Part1) together in an animatable way. The Transform property determines the offset between these parts.
I don't know if this is the right category but i have a few questions about motor6D. How do i use it? It is strange that even roblox devhub
Can be used to make joints that can be animated. It inherits from Motor. Motor6D in the Roblox Creator Documentation Motor6D in the Roblox API Reference.
The thing that makes me confused is how do roblox calculate C0 and C1 because the C0 stay in the same position relative to the character even though i declare