roblox motor6d
roblox motor6d

Roblox Motor6d

| Documentation - Creator Hub

joins two BaseParts (Part0 and Part1) together in an animatable way. The Transform property determines the offset between these parts.

How to use - Scripting Support - DevForum |

I don't know if this is the right category but i have a few questions about How do i use it? It is strange that even devhub 

How do I use a - Scripting Helpers

Essentially, you put at the joints of your object, and then you use the animation editor on that object. takes care of the rest, 

What does a do? - Scripting Support - DevForum |

Think of it as an animatable weld, it's what uses to detect whether certain joints can be animated and be put thru keyframes. You can 

| Wiki | Fandom

Can be used to make joints that can be animated. It inherits from Motor. in the Creator Documentation in the API Reference.

New property: - DevForum |

This property exposes the internal CFrame that is manipulated by Animations when a is being animated. Using this property it is 

Model6D editor GUI (Free plugin) : r/roblox

It is in beta phase now and works only C0/C1 Position values. More will come soon with next updates! r/roblox - Model6D editor GUI 

What does C0 and C1 properties of mean? - Scripting

The thing that makes me confused is how do calculate C0 and C1 because the C0 stay in the same position relative to the character even though i declare 

help with sword - Scripting Support - DevForum |

the sword doesnt follow the arm local weld3 = Arm”)) weld3.C0 = CFrame.new(0,-0.7,-0.7) weld3.

Rotate using Tween - Scripting Support - DevForum |

local tweenService = game:GetService("TweenService") local changes = { C0 = motor.C0 * CFrame.Angles(0,math.rad(180),0) } local tweenInfo = TweenInfo.new( 2 


Roblox Motor6d