Motor6D

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*Bu içerik, tercih ettiğin dilde çok yakında mevcut olacak.

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.

Özet

Özellikler

Şuradan alınan Özellikler: MotorŞuradan alınan Özellikler: JointInstance

Özellikler

ChildName

Salt Okunur
Çoğaltılmamış
Betiklenemez
Paralel oku

ParentName

Salt Okunur
Çoğaltılmamış
Betiklenemez
Paralel oku

Transform

Gizli
Çoğaltılmamış
Paralel oku

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.

Yöntemler

Etkinlikler