Animation Editor breaking my sword's rotation

Fixed sword:

After fixing all the other keyframes and then running and stopping it:

This is extremely annoying. It breaks this specific motor in every keyframe except the first one. Here’s the rig I’m using, including the animation save.

[quote] Fixed sword:

After fixing all the other keyframes and then running and stopping it:

This is extremely annoying. It breaks this specific motor in every keyframe except the first one. Here’s the rig I’m using, including the animation save. [/quote]

[strike]Uh didn’t you make AnimEdit…?[/strike]
If you’re referring to the ROBLOX animator, then yes, I’ve been getting this too for some reason. Usually less obvious than your’s, but not negligible.

edit: Wait your’s is “AnimRig”. What’s AnimEdit?

Animation Editor used to be called AnimEdit, my bad.


So I’m not sure if this is related but the animation playback is failing to accurately represent my keyframes now. This time it’s the right arm.

Model file: Dropbox - Error - Simplify your life

I’m getting the same problem and it’s becoming a big issue.

Would totally buy that package if it came in black… :DDD

I’m not going to pretend to understand how this one is happening. At no point have I even touched the head’s poses.

file: Dropbox - Error - Simplify your life

[quote] I’m not going to pretend to understand how this one is happening. At no point have I even touched the head’s poses.

file: Dropbox - Error - Simplify your life [/quote]

The fairy is a hat right? If it is, then there’s a weld connecting it with the head, which is why the head rotates with it. Unfortunately, the plugin doesn’t make it independent.

Honestly, the animation system came out and was HIGHLY neglected… There are so many features it can have and bug fixes it NEEDS.

[quote] I’m not going to pretend to understand how this one is happening. At no point have I even touched the head’s poses.

file: Dropbox - Error - Simplify your life [/quote]

The fairy is a hat right? If it is, then there’s a weld connecting it with the head, which is why the head rotates with it. Unfortunately, the plugin doesn’t make it independent.[/quote]

No, there are no hats there. The hair and glasses are connected via welds and rightfully do not move but the fairy is connected to the head with a Motor6D so it should be moving just like any other limb.

Sounds like a kind of magic powered by sparkles.

Yes, if you’re using a standard hat, it will be attached to the head and rotate with it. The animation editor won’t control that joint. You could, though, create a rig for the fairy, with a root node that is the hat handle and then a Motor6D to connect that invisible root node to the actual fairy mesh. Then when you create an animation to drive the fairy/root motor, it will move appropriately.

It’s a bit tricky though, but I did something like this for part of my Hack Week project.

[quote] Yes, if you’re using a standard hat, it will be attached to the head and rotate with it. The animation editor won’t control that joint. You could, though, create a rig for the fairy, with a root node that is the hat handle and then a Motor6D to connect that invisible root node to the actual fairy mesh. Then when you create an animation to drive the fairy/root motor, it will move appropriately.

It’s a bit tricky though, but I did something like this for part of my Hack Week project. [/quote]

That’s a cool idea that I hadn’t thought of before, but would it solve the problem? If the current fairy isn’t working properly I doubt I’d have more luck with a more complicated version of what I’m already doing.