In the CharacterIKs script on line 15 instead of character.Humanoid.Died:Wait() ik:Destroy() you should use character.Humanoid.Died:Once(function() ik:Destroy() end) this will stop the loop at line 38 from getting blocked
I really wanted to use your model and script of the steering wheel with ikcontrol and hingeconstraint. but I couldnt find it in your discord. nvm im stupid and found it right after i posted this comment XD
i set the weight to 0.999, but the ik still tries to look at the part when it's behind it. Edit: nevermind, i fixed it. It doesn't look the cleanest, but it works.
Oh God I was so scared that you weren't coming back with the tutorials. Please don't leave us, your Roblox Studio tutorials are truly the best on youtube.
this was a very useful tutorial. frankly, inverse kinematics seemed like a very scary subject to tackle. after watching this tutorial, i will now attempt to use inverse kinematics for a small project. thank you for uploading this!
I've never seen a single roblox studio tutorials as good as yours, you really put in the time to explain everything perfectly so almost everybody from experienced to beginners are gonna be able to understand. Keep up your amazing tutorials!
I have never known I could do so much with IK Controls or even that they existed. This tutorial helped me familiarize myself with IK controls and really helped me. Thank you!
Hello Suphi, Thank you for your amazing work! your tutorials are very unique and understandable. The Best thing is you explain them very well ( I mean the logic behind various functions,). I joined the discord server recently and it has helped me a lot when it comes to fixing bugs and finding more tutorials. thanks mate.! keep the good work up
Okay Jokes Aside, You Are Literally The Best On RU-vid, Your Tutorials Are Amazing, You Explain Everything, And You Have Taught Me Alot Of Things, Please Keep Doing What You Are Doing, You Are Amazing!
Un iconally me and another guy I am woking on this project with needed IK and we were talking about how ChatGPT is kinda slow on *new* donumentaion, and I go back to my home screen and see this exact video of what wee needed. Verry cool, thank you.
your videos are honestly amazing i have fun trying to write and comment in the code you show in your video although there are a few things i end up needing to search separatedly, like why you used function(deltaTime) with the renderstepped, maybe you explained it in a previous video that i have yet to see anyways, i really hope you the best and wish that you continue to upload aweasome videos like this and many other that you have in your channel
Amazing tutorial, thank you so much! Really enjoyed the data optimization solution. One bug I encountered is that in script CharacterIKs character.Humanoid.Died:Wait() will stop the loop on line 38, might be better to do :Connect() instead.
I checked all the IK properties and they were the same as yours, but for some reason setting weight to .999 didn't stop my character from looking awkwardly under him to look backwards and reset to look forwards. My best guess is its my characters animations being different from yours?
Another choice is to try work it out on your own what I did was use the dot product to dynamically set the weight based on the angle between the characters rootpart and the direction they want to face
Have you ever tried to make the character follow the mouse instead of the Camera using IK? Couldn't manage to get mine to work the way I wanted (Weirdish behavior like at 53:58)
So after the updated weight, now if one player moves their head, it changes the direction of the other players head. I confirmed it on your studio release from discord. Any idea why?
Hey Suphi, I have a Sword animation in my game and it moves the right upperarm i think, but if i walk while the animation is playing the head starts looking into some directions. Its not too much of a problem since it doesnt move really big amount but its visible so i wanted to ask if you know what could be the cause for this?
The IK controls for the steering wheel is bloody brilliant, but what would be the advantage for character rotation over just directly manipulating target angles for the characters motor6ds? Lower data usage?
I am not sure what I am doing wrong. Everything seems to be working as intended, but even though the weight for the torso turning IK is set to .999, the character is still doing the slow-mo matrix movement. I moved it down to 0.25 before seeing it kind of stop making the drastic movements. For that though, the character barely turns at all.
i have a question; is there a way to make this work with R6? if not are there other scripting alternatives on how to do so without changing startercharacter and breaking motor6d joints?
They have network ownership of the assembly and they only share the cframe and velocity of the assembly not individual parts The same is true for animations when a client plays a animation there not sharing the position of each individual part there simply sharing to start playing the animation then each other client will play the same animation
I see now so its like the server recieves a play anim and it FireAllClients with that request of playing the animation could you please correct me ? @5uphi @@5uphi
yes network owner tells server to play animation then server tells all other client to play the same animation that way only a small amount of data is sent over the internet and all players see the same animation
Do inverse kinematics work with custom humanoids that are only one part? The roblox characters usually have different parts for each piece of the body so that's why im wondering this.
@@5uphi i found out it works on bones as well, very cool feature. Thanks for making the tutorial so detailed and helpful. Your tutorials save me a lot of time of trying to understand documentation, trial and eror and scroling through dev forum. I can just watch you explain as you show it in practice. Apreciate your work 👍 Keep up the good work 🙏
Hey, I took this for a reference to make my own player look direction using IKControls and UnreliableRemoteEvents, it works, but for some odd reason if there is more than one player in the server, the camera parts position is just their head's position. (The client is constantly sending the Camera LookVector to the server btw) Do you perhaps know any solution?
Now the fix for the weird movements at 53:41 doesn't work anymore, seems that roblox change it and now it look like it's set at 1, is there a fix like, if the part is behind your character it sets the weight for like 0.2 or something like this?
I know im probs late but I need help, So basically I want to detect if my player is in a certain radius then the ik control will activate. If anyone knows how that would be greatly appreciated
I wanted to make a fps system with a viewmodel and I wanted to use IK to place the arms on the gun and while I managed to get the IK to work on the viewmodel I can't seem to get it exactly right. IK is too confusing. 😥
I get "CharacterIKs:9: attempt to index nil with 'UpperTorso'" when I try to run it, and the same happens with the head and humanoid, as if character wasnt defined. I have line 4 the same as you, where character gets put as a variable. Any thoughts? Amazing tutorial
Hey man, awesome tutorial. I ran into an error in the CharacterIKs script tho - in line 7 it does not recognize the character variable as it's being passed by nil in line 26. I ran some CharacterAdded:Wait() but it doesn't seem to resolve the issue. Help!
Excellent tutorial, everything works fine exept that even tho i put 0.999 in the IKControl Weight, my character still does those weird movements when looking backward. Any ideas ?
Is it possible to make tank tracks using IK? because i suck at math i've been trying for ages to make realistic-looking tank tracks and IK looks promising
Hey, First of all amazing video but i have a small problem, in the character script i did everything right but idk why the weight property doesn't do anything, if i made it 1 or 0.999 it doesn't seem to change anything
Hi Thanks a lot for your Tutorial that s work perfectly, except that theinto IK controller or Characterik script the Weight Set up at 0.999 do not have the same effect on my game than on yours, on my game it did no difference with 1, the guys continue to bend and the part is moving with the head even if the camera do not move, where i am wrong?
@@5uphi Thanks i honestly use your neat script to combine with a bow aiming autorotation. love you accent by the way (from a french is so crystal clear :) )
Would this be helpful for a mechanic in a game im making? I Need to know how to make the players head rotate to up(max 90 deegres) and when i tried using cframe,the whole character also rotated as the head is connected to the torso.I then tried disabling the players neck, and then the head just falls of the body i think,after that i added a hingeconstraint and the head was connected to the body correctly,and is rotatable,but when the character is bigger the head sometimes glitches,so if there’s a smoother way of rotating the head to up let me know because i really Need it for my game to be smoother.
Tried to use IKControl in my project and from time to time it stops working immediately after start, until I Cut-Paste the IKControl to the same place (in my case it is AnimationController)
@@5uphi I would certainly do this if they removed their forum level-up feature. Tired waiting for level-up to be able to report bugs and reply in topics.
this is what Roblox says about R6 "they don’t work for R6, since for chains with a single bone it’s almost always impossible to find a solution, but we’re experimenting with a few possibilities of how to make them look good with R6." so I guess because R6 only has one joint in the arm it does not work correctly I personally have never tested it with R6 so I don't know anything about it :(
@@5uphi Yeah, I've moved on to a different solution: manually setting the Motor6D's CFrame in a heartbeat connection. The controller does "work" for R6, but animation blending is a mess - it seems like the weight property doesn't do anything. Well explained video though, +1 subscriber.
Im not sure if I wrote you this already but its worth a try. I‘m trying to recreate this system where a player can rotate a cylinder like here ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-crzL8yLfFmU.html It‘s not really working with just ball sockets because of roblox physics ig
@@5uphi so there are those green cylinder platforms. They behave like would locks in water. Basically when the player moves left or right, the cylinder platform rotates under them into the opposite direction
ok so you would do this the same how I did the steering wheel in this video you would use a HingeConstraint and you would set it to motor and then based on where the player is you set the motor speed