When creating an animation for a custom rigged model, some of the parts, when selected in the animation editor, has the wrong pivot location. For example, in the attached custom rig, if I select the head, then the pivot is not on where the MotorD6 is, but at the front and off to the side. I expect the pivot position to be at the MotorD6. I have all plugins disabled and the problem still happens. This is high impact because I am unable to use a custom NPC (creature) that I’m building for my game.
Things that I have tried:
Disable all plugins.
Copied model to new place file.
Restarted Studio
Restarted computer.
Deleted the MotorD6 joint and recreated it.
WHEN
Just now found it when I was trying to animate a custom rig. I do not know when this originally started happening. For the attached rig, it happens every time.
It would seem that this issue is related to the fact that EyeFront, LeftFang and RightFang are children of Head.
If you move those parts out of the Head and make them direct children of the model TombHorror, the draggers behave properly.
It is possible, but I am not 100% certain, that having parts as children of other parts will cause other issues at some point, so I would strongly advise you fix the rig accordingly. Nevertheless, I’ll work on a fix to handle that case.
I see. It shouldn’t be an issue to move them since there are welds in place. I have other models that are animated that have parts (like glowing eyes and such) that are direct descendants of other parts like Head which doesn’t cause a problem. Those are R15 rigs made with the Rig Builder. Does it have something to do with the fact that this is technically an R22 rig that’s custom?
The issue was not due to the rig being custom. There was an assumption in the ACE that wasn’t correct when parts are parented, and it didn’t properly deal with that.
Regarding your rigs that work properly despite having parts as children of Head, maybe those parts aren’t also connected to it through a Motor6D. Those parts are silently ignored when it comes to building the animation hierarchy.