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.
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.
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.
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!
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
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?