I have a execute animation that involves 2 players. I made the animations in Moon Animator, and they work just fine. When I try and replicate it in game, the dummy is for some reason moved upwards. The dummy is supposed to be on the floor but it is moved upwards and ends up floating in mid air. My game has a height/weight system which adjusts your width and height, but even when I temporarily disable the system the same bug occurs. I can do a temporary fix by moving the hrp in -Y direction but I want to fix this bug as I dont want to use these band aid fixes throughout my whole game for other similar situations if they occur.
Animation in Moon Animator:
Animation in Game:
And here is my code when actually initializing in game.
Character:SetAttribute("Gripping", true)
Victim:SetAttribute("Gripped", true)
Humanoid.WalkSpeed = 0
Humanoid.JumpPower = 0
EnemyHumanoid.WalkSpeed = 0
EnemyHumanoid.JumpPower = 0
require(game:GetService("ServerScriptService").Modules.Utility.Ragdoll):Disable(Victim)
EnemyHumanoid.AutomaticScalingEnabled = false
Humanoid.AutomaticScalingEnabled = false
Victim.PrimaryPart.Anchored = true
Character.HumanoidRootPart.Anchored = true
Victim.PrimaryPart.CFrame = Character.PrimaryPart.CFrame * CFrame.new(0,0, -2.75) * CFrame.Angles(0, math.pi, 0)
Character.PrimaryPart.CFrame = Victim.PrimaryPart.CFrame * CFrame.new(0,0, -2.75) * CFrame.Angles(0, math.pi, 0)
--Victim.PrimaryPart.Position = Vector3.new(Victim.PrimaryPart.Position.X, FloorCheck.Position.Y + Victim.Torso.Size.Z*3, Victim.PrimaryPart.Position.Z)
EnemyHumanoid.AutoRotate = false
Humanoid.AutoRotate = false
Also another note, both have the same hipheight, and changing their hipheight does nothing. I also tried completely replicating this on a clean baseplate. I played both animations and did the same my above script does and it worked just fine.