Animation Behaviour Inconsistent in Studio following recent update

Following the most recent update, animations in Roblox Studio / published game are inconsistent. Cannot include video as it includes unreleased content. (Video is attached for Engineers), I have disabled all beta features and can confirm the issue is still happening.

A private message is associated with this bug report

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Hello There! I hope you’re doing well.
Thank you for taking the time to submit this issue and for reading our message.

To help us move forward, we’d appreciate your support with a few questions:

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    • Where it happens - Include links if it happens with specific places / etc. In the PM if this contains sensitive info.

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Hi Adam, thanks for your report, I’ve replied via PM on getting a repro for this bug.

I may be experiencing this too! These are the default realistic animations, and some limbs definitely don’t animate properly at times.

(edit): This is in studio!

This does NOT happen with Retargeting disabled.

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Yes I suspect so, definitely something wrong with animations today…

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I am also experiencing strangeness with animations today. This setup has a character who plays a unique separate idle/walk animation when holding a sword, and a different one when not. This was not happening yesterday and I haven’t changed anything related to it. For some reason, the legs on the animation are bugging out. My animation script adjusts the weight of the walking animation to a very low value when we aren’t moving, if that’s any help.

This has also been the case for me as well. I’ve also noticed it has bugged one of my weapon viewmodel animation when sprinting (works fine in game, but in studio it looks like this. I have also noticed that it replaces my custom default Animate script animations with the animations my avatar uses.

This also happens in G&B. At least in my case, this happens because of parts named the same thing between two weapon models. This same issue happened with the animation graph beta enabled, but yesterday it started happening even when I turn off the beta.

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Hi, would you be able to send us a DM with the repro steps? At the very least, we would like to understand how you’ve built your viewmodel animations to narrow down what’s breaking.

This happened to my game as well. Seems to be a Studio only issue at the moment on my end. This needs to be fixed immediately. Publishing these sort of updates without any testing or warning prior really displays a lack of professionalism.

Apologies for the repeated messages, but this has gotten worse since yesterday, I now have multiple instances where I can find inconsistent behavior between studio and full game.

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Related ! Animations not playing properly on duplicated models.

We will be deploying a fix ASAP. Thanks for your patience!

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This started happening to me yesterday, but for me is that it ‘teleports’ everytime you move

Video :

Edit: This also happens in new created places

Video:


my animations also seem to have bugged out too as the arm and torso limbs do not move at all

but they work correctly when i join from the roblox player

Hi there, are you able to send me a repro file for me too look at?

Thanks for your patience! We are rolling out a fix right now which should address all the issues in this thread. Give it about an hour (and you might need to restart studio). Let us know if you still see any issues after this.
Have a great weekend!

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i actually looked into it and turns out it was the Motor6Ds i used for armor, i changed it to weldconstraints now and it fixed itself
OLD

local newArmor = template:Clone()
	newArmor.Name = tostring(def.ArmorType .. "Armor")
	newArmor:SetAttribute("ArmorType", def.ArmorType)
	newArmor:SetAttribute("ArmorName", ArmorName)
	newArmor.Parent = armorFolder

	if def.OnEquip and type(def.OnEquip) == "function" then
		pcall(def.OnEquip, character, newArmor)
	end

	for _, obj in ipairs(newArmor:GetChildren()) do
		if obj:IsA("Model") then
			local attachTo = character:FindFirstChild(obj.Name)
			if attachTo then
				local weld = Instance.new("Motor6D")
				weld.Part0 = obj.PrimaryPart
				weld.Part1 = attachTo
				weld.Parent = obj
			end
		end
	end

NEW

for _, obj in ipairs(newArmor:GetChildren()) do
		if obj:IsA("Model") then
			local attachTo = character:FindFirstChild(obj.Name)
			if attachTo and obj.PrimaryPart then
				obj:SetPrimaryPartCFrame(attachTo.CFrame)

				local weld = Instance.new("WeldConstraint") 
				weld.Part0 = obj.PrimaryPart
				weld.Part1 = attachTo
				weld.Parent = obj
			end
		end
	end
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It works fine now atleast for me, thank you!

Hi BloxHerder, just to let you know the issue appeared to be rectified earlier this week, however has started occuring again. Have any changes been made lately?

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