Align Position constraint works, but is misplaced in certain scenarios

What are you attempting to achieve?
I am working on an active ragdoll system, and in short I duplicate the players’ arms, then I attach them to the body with ball socket constraints, and then I connect the active ragdoll arms to the real arms (animated by motor6d’s) by align position and align rotation constraints. I tried with spring constraint, but the arms where too jittery.

  • What is the issue?
    The idle animations replicate perfectly -
    (the red transparent are the real hands),
    but when I play a different animation the right hand goes to the wrong position, despite the real hand being animated correctly -
    (gun made invisible for debug).
    If the right hand was in the right position, then it would have had the red outline of the animated arm near to it. I also have noticed that if I used :Clone() to duplicated the align rotation constraint from the left hand to the right hand, then it wouldn’t work.
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Update: I found out that when the tool is equipped, the right hand doesn’t move up or down, can move left or right and the align orientation constraint still works.

It is probably because I use a gun with an animated breach meaning that I have to change the player’s rig by adding a motor 6d to the hand, so the gun would animate.

Actually it was because some of the ball socket constraints had incorrect values.