Changing Character
Learn how to change starter-character inside cubern!
Getting Started
To get started. For this tutorial we need a glb mesh which has the character. You can convert from .obj
-> .glb
with blender or export your model from blender as .glb
. We then make use of workshops mesh importer plugin and then move the imported MeshPart
to ClientStorage
.
Telling cubern about the character
For us to tell cubern about our custom character controller we will create a new local script (or you can make use of a existing local script). Lets go onto this step by step. First let us access the character:
After we have declared our custom character as a variable we can go and register this character to tell cubern to use custom character instead of cuberns classic character.
The SetDefaultCharacter
function will only take a MeshPart
class. If you have made a character inside cuberns workshop then you can export it as a .glb
and import it. And now we have
successfully registered our default character! Keep in mind that the user will not spawn until the mesh does not get cached onto their client.
Talking about Animations
Cuberns workshop currently does not offer a built-in animation editor. So, you can make use of 3D software like blender and make some animations. Once you have made animations make sure you export them with your .glb
file!
By default cubern will try to access animations named: Walk
, Jump
and Idle
. However if your models animations are named differently. You can:
and now cubern will try to access MeshPart
s Walk1
animation and use that instead of Walk
.
What if my MeshPart doesnt have any animation?
If your MeshPart or custom character does not have animations then no animations will be used.