Anchored Player Model Movement

I’ve overridden the default character model w/ my own custom rig.

Out of curiosity, what would be the best way to approach moving a character model that has been anchored so that it can move in the manner of w,a,s,d in any direction?

Thanks for any replies.

If your character model is anchored, all physical agents that apply a force to your object are out of the picture (BodyMovers, VectorForces, AngularVelocity)

You would have to move your character model via setting its position and rotation. If you’re pressing W, you want to move it in the model:GetPrimaryPartCFrame().LookVector direction every frame. And if you’re pressing D, you want to move it in the model:GetPrimaryPartCFrame().RightVector direction every frame. For S and A, just do the negative LookVector and RightVector respectively.

One last thing to make sure of is that the LookVector of your model’s primary part is actually the vector in the direction it’s looking. Hope this helps!

Helps a lot. Thank you. What would be the best way to replicate this on the server?
I’d assume that I’d get the inputs of the keys and pass it to a remote event on the server where the model-movement method of sorts takes place.

That would probably be the best way to handle it. I was going to suggest using network ownership (Network Ownership | Documentation - Roblox Creator Hub) however it only allows unanchored parts to be assigned network owners manually.

Just out of curiosity, is there a reason why you want it to be anchored?

Custom player movement gives me more freedom than the default one. Going to put your original answer as the solution. Thanks so much.

Why are you not using animations and an unanchored ‘root part’ for movement that uses various body forces and constraints?

Completely anchoring your player makes no sense.

I’m using animations, just not the defaults provided by Roblox through the animation editor.