Motor6D

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*Konten ini akan segera tersedia dalam bahasa pilihanmu.

Motor6D joins two BaseParts (Part0 and Part1) together in an animatable way. The Transform property determines the offset between these parts. This can be set manually using RunService.PreSimulation or through an Animator.

Models whose parts are joined by Motor6D are usually referred to as rigs, typically for Humanoids.

Rangkuman

Properti

  • Hanya Baca
    Tidak Direplikasi
    Tidak Dapat Ditulis Skripnya
    Baca Paralel
  • Hanya Baca
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    Tidak Dapat Ditulis Skripnya
    Baca Paralel
  • Tersembunyi
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    Baca Paralel

    Describes the current animation offset of the Motor6D joint.

Properti diwarisi dari MotorProperti diwarisi dari JointInstance

Properti

ChildName

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Tidak Direplikasi
Tidak Dapat Ditulis Skripnya
Baca Paralel

ParentName

Hanya Baca
Tidak Direplikasi
Tidak Dapat Ditulis Skripnya
Baca Paralel

Transform

Tersembunyi
Tidak Direplikasi
Baca Paralel

The internal CFrame that is manipulated when a Motor6D is being animated. It is recommended to use this property for custom animations rather than JointInstance.C0 and JointInstance.C1.

Timing

Motor6D transforms are not applied immediately, unlike updating C0 and C1, but rather as a batch in a parallel job after RunService.PreSimulation, immediately before physics steps. The deferred batch update is much more efficient than many immediate updates.

If the Motor6D is part of an animated model with an Animator, then Motor6D.Transform will usually be overwritten every frame by the Animator after RunService.PreAnimation and before RunService.PreSimulation.

Metode

Acara