It only happens for non-default packages. As you can see in the video below, the same animation looks different depending on character/rig used.
The first one is the default R15 block rig, and here the animation looks the same as it does in the Animation Editor.
For the other two rigs, the arms are either pointing too much downwards or to the side, different from how it looks in the Animator Editor.
This is the same animation and yet it looks different depending on which character/rig is used. Once again, this only happens with “AnimationWeightedBlendFix” which is weird since this doesn’t seem to have anything to do with priority. It happens even if the default Animate script is removed and the animation in question is the only one being played.
I have found a bug in this new animation system, I already sent a report to @Bug-Support but I’m duplicating it here to ensure that it’s seen:
(Disabling AnimationWeightedBlendFix is a workaround for now.)
(See below for the Roblox scene file which demonstrates this issue).
Issue: newly uploaded animations do not update joint transforms correctly if I manually modify some other joint Motor6D C0 property. Animations which were uploaded many months ago work 100% fine, which is the strange part.
For example: if I manually rotate the UpperTorso (Waist) Motor6D using the C0 property then the upper arm animation (shoulder) rotation will not work correctly as it won’t follow the torso’s rotation which I modified using the C0 property. Instead it acts as if the C0 property was not modified.
Multiple old uploaded animations work fine for my character, but if I download this old animation and re-upload it as a new one it breaks. So using the 100% the same animation and reuploading it breaks it.
It is as if something changed some time ago that causes the new animations to be uploaded with different data which incorrect child-parent transform computation if I manually modify the Motor60 C0 property.
I dumped the keyframe sequences and even saved the animations to rbxlx files to compare them and they are the same, yet the in-game result is different.
This is why I assume it has something to do with the internal Animator or how roblox post-processes animations after uploading them.
This Roblox Scene demonstrates this and contains the comparision + instructions.
See the AnimScript file under StarterCharacterAnimations.
Over half a year with this issue, yet some people here are still complaining instead of fixing it. 6 months is PLENTY ENOUGH TIME to have fixed it. One way or another, you can find a solution.
I’ve been experiencing this as well. Have you found a fix for this, other than disabling AnimationWeightedBlendFix? I’m fairly sure the property will be force-enabled in the near future, so if this isn’t a bug, I’d love to find a way around this.
Here’s what my walk animation should look like (don’t mind my avatar):
And here’s what the walk animation looks like after manually altering the C0 of the waist and neck Motor6Ds:
As you can see, the character’s arms are bending sideways, as if ignoring the C0 transformations.
That being said: if I understood some Roblox dev correctly this “force old mode” fix that we still have now also changes some other internal engine flags by mistake, so when they actually roll it out that should in theory fix this.
I think it’s because there aren’t any keyframes for the lower arms in your melee idle animation, allowing Roblox’s default animations to effect the lower arms. Just change the lower arms slightly for the keyframes of the animation.
There are several bugs that are still apparent when using motor6d + animations. and it only occurs when the AnimationBlendFix property is enabled. I’d assume these would’ve been fixed before forcing 99% of developers to switch before November.
EDIT: Since I can’t read and a reply had to point it out for me, (i was very mad to come home to my project being messed up) I understand that a possible fix for me would be to just set animation priorities, other than that, I have no idea what other problems arise.
I really don’t think anybody cares about how animations work, apparently this is to provide support for 8-axis controllers or whatever, even though I think it works just fine.
If someone wants to do some realistic stuff/anything not possible on ROBLOX they would move to another engine. I don’t think someone would look for stuff like that when working with ROBLOX
OLD POST:
Something has happened, AnimationWeightedBlendFix is nowhere to be found and my animations are messed up as if was on. I don’t know how to take it off.
I’m in the camp of believing this shouldn’t be pushed until the issue regarding newly uploaded animations and Motor6D manipulation is fixed. Until Roblox can address this, AnimationWeightedBlendFix should remain an option that can be disabled. This negatively impacts a lot of fighting games which use similar systems to have characters turn based on their camera’s orientation/mouse position, or tilt their bodies based on their character’s movement. The fact that it only occurs on newly uploaded animations implies its unintended behavior that has to do with a change in structure with how animation data is written.
Has Roblox even addressed this issue? I haven’t seen any solutions for this problem other than disabling AnimationWeightedBlendFix, which of course has been force-enabled now. It’s very disappointing to see my animations ruined because I am modifying Motor6Ds based on the camera’s direction. I’m not convinced enough testing of this feature was performed to even find these kinds of bugs. C’mon DevRel… give us something please.
This random roblox update literally just broke my whole game moments before we had a large community event. Not even sure what to do to fix our issues with the animations now.