Animation Editor Not Working

The Issue

System Information




Beta Features Activated
Scene Analysis
Solid Modeling On Meshes

Expected behavior

I expect the animation editor to create a new keyframe whenever I press the plus button and select a bone. Or when I import an animation I want all of those animation keyframes to be present.

A private message is associated with this bug report

I doubt sharing screenshots of your specs would provide any help for a plugin, but I can confidently say this is a rigging error on your part. Unless, ofcourse, I’m wrong, and you have provided the rig in the private message for the staff to look at.

Hi there, thanks for your report.

We’ll have a look at the place you provided.

Cheers!

We found two issues with your rig.

The first one is that Body is used twice in the hierarchy, once as a MeshPart, and once as a Bone. That’s a very unfortunate limitation of the ACE. So the first step is to rename the Body MeshPart to, say, BodyMeshPart.

The second issue is that Gigantosaurus sets its PrimaryPart to HumanoidRootPart, but there’s no hierarchy there. So you have two solutions:

  • You can set the PrimaryPart to BodyMeshPart instead, but there’s a catch. It also requires the Humanoid.RigType to be set to R15 rather than R6.

  • Alternatively, you could create a root Motor6D instance under the HumanoidRootPart, with its Part0 set to HumanoidRootPart and Part1 set to BodyMeshPart. This introduces another level, but this works regardless of the rig type.

Since you’re working with a custom rig anyway, I’d suggest the first solution, but it’s your call!

Hope this helps.

Hi, thank you so much. I should have checked the hierarchy more carefully before making a bug report.

And the ACE should have detected those errors. We’ll see how we can improve the validation checks.

Hi, I am experiencing a similar issue.

My Animation editor is clearly showing these parts in motion, but the animation editor (nor the legacy animation editor I use) cannot detect the motor 6Ds and parts inside of the Gun Model, even when I manually add them.

Example:

Hireachy of the model: