一個由“,”分隔的資產ID列,將在 Accessories 添加至 Humanoid 網格時,當 applied 時,通常會附在其腰部 (例如腰帶) 上,這些附在其上方的通常會附在其上方 (例如腰帶) 上。 WalkAnimation:number 平行讀取 當這個說明適用於 applied 時,會決定 Humanoid 在其Animation.AnimationId 是2>Class.Animation.AnimationId...
Avatar Type(虚拟形象类型) 变形为 Articles/r6 vs r15 avatars|R6,Articles/r6 vs r15 avatars|R15,或让玩家自行选择。 Animation(动画) 使用默认虚拟形象动画或让玩家使用自定义动画。如需详情,请参见articles/using animations in games|在游戏中使用动画。 Collision(碰撞) 使用固定大小的碰撞盒或动态大小的碰撞...
For example, this tutorial uses a R15 rig type, a masculine body shape, and an Rthro Avatar. The rig displays in the viewport. Pose rig Every animation is made up of a sequence of key poses at different frames, then Studio programmatically interpolates, or "fills in", the in-between ...
Avatar TypeSets the defaultavatar typeto eitherR6,R15, orPlayer Choice. AnimationSets the default animation to eitherStandardorPlayer Choice. CollisionSets the collision type to either theOuter BoxorInner Box. ScaleForR15avatars, options to customize body type, height, width, head size, and propor...
Causes the Humanoid to attempt to walk to the given location by setting the Humanoid.WalkToPoint and Humanoid.WalkToPart properties. RemoveAccessories():void Removes all Accessory objects worn by the humanoid's parent. ReplaceBodyPartR15(bodyPart : Enum.BodyPartR15,part : BasePart):bool Dynamica...
Calling the Player:LoadCharacter() with an R15 Avatar fires events in the following order (Note: R6 ordering is different): Player.Character sets Player.CharacterAdded fires Player.Changed fires with a value of "Character" Character appearance initializes Player.CharacterAppearanceLoaded fires Character...
调用Player:LoadCharacter() 用R15 虚拟形象发生以下事件(注意:R6 顺序不同): Player.Character 设置 Player.Character添加了火焰 Player.Changed 会触发一个值为 “Character” 的 角色外观初始化 Player.CharacterAppearanceLoaded 火焰 Character.Parent 设置为 DataModel 角色网格模型和角色缩放模型 角色移动到生成地点...
For example, this tutorial uses a R15 rig type, a masculine body shape, and an Rthro Avatar. The rig displays in the viewport. Pose rig Every animation is made up of a sequence of key poses at different frames, then Studio programmatically interpolates, or "fills in", the in-between ...
For example, this tutorial uses a R15 rig type, a masculine body shape, and an Rthro Avatar. The rig displays in the viewport. Pose rig Every animation is made up of a sequence of key poses at different frames, then Studio programmatically interpolates, or "fills in", the in-between ...
For example, this tutorial uses a R15 rig type, a masculine body shape, and an Rthro Avatar. The rig displays in the viewport. Pose rig Every animation is made up of a sequence of key poses at different frames, then Studio programmatically interpolates, or "fills in", the in-between ...