Motor6D

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

Models whose parts are joined by Motor6D are usually referred to as rigs, typically for Humanoids. There are two primary kinds of rigs for Player avatars: R6 and R15.

Summary

Properties

READ ONLY
NOT REPLICATED
NOT SCRIPTABLE
READ ONLY
NOT REPLICATED
NOT SCRIPTABLE

Describes the current animation offset of the Motor6D joint.

HIDDEN
NOT REPLICATED

Events

Methods

Properties

ChildName

Read Only
Not Replicated
Not Scriptable

ParentName

Read Only
Not Replicated
Not Scriptable

Transform

Hidden
Not Replicated

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

Transform is the transformation between the "parent" part and the "child" part. The "parent" part will always be the part that is more directly connected to the JointInstance.C0. This is not affected by which part is assigned to JointInstance.Part0 and which is JointInstance.Part1. If the side the root part is on changes the interpretation of Transform will be inverted.

Similar to a Weld, an active Motor6D will rigidly hold its two parts such that: PartParent.CFrame * CParent * Transform == PartChild.CFrame * Child

Events

Methods