EDIT The first issue was resolved. Editing the post to focus on the second issue.
Issue Type: Other Impact: Medium Frequency: Frequently Date First Experienced: 2021-03-16 06:03:00 (-07:00) Date Last Experienced:
Expected Behavior:
I expect the part to rotate correctly around the rig joint.
Actual Behavior:
The part flies off into the great beyond.
This is a custom rig that works fine when an animation is played on it, but when I try to use the animation editor the head part is sent flying off into the distance when I try to rotate it. This is the first time this has occurred. I understand the issue may be with the way the rig is made, but even if that were the case, the bounding box moving without taking the mesh with it appears to be a bug.
Here I have rotated the head part and while the geometry of the head remains in place, the bounding box moves to the right of the rig until I stop trying to rotate it.
Workaround:
One of my other rigs is working so I have a work around but I would prefer to animate on the custom rig.
The first rig shown is the roblox default 3.0 rig spawned with the animation plugin. Nothing was done to the rig before starting. This behaviour is new and has never happened before.
The other rig is custom but has never broken before. I made no changes since the last time I used it.
I have not tried again yet today, perhaps the issue was automatically resolved.
I do not create animations intended for the 3.0 character on the 1.0 rig. Animations created on 1.0 often appear broken on 3.0 due to different proportions of the character.
This is the default roblox rig, spawned with the animation plugin and this behavior has never occurred before now.
Update: One of my other rigs is working fine. I am still concerned about the fact that the custom rig moves the bounding box but not the mesh of the head, this seems like a bug, but the other issues appear to be resolved.
I think i’ve had that problem before, and it started working as intended again when i presented a “HumanoidRootPart” to the rig. though im not sure if the problem i had is the same as this one
The rig has a HumanoidRootPart. The rig is also unanchored (except for the root part). The only thing I can think of being an issue is there is a part welded (with the new physics system not the deprecated one) to the head inside the rig to give the rig a neck (because the 3.0 woman package has a neck but the 3.0 man package doesn’t for some reason). This has never been an issue for animating before as I’ve worked with complex rigs with many welded/connected parts without issue and like I said before, the rig works just fine when you run an animation on it in game.