Animation glitches to T-Pose when manipulating a non-animating part in the model

I’m trying to add a client-side part to a custom avatar character to help with its collisions.
This part is not part of the regular character animations. Instead, I am calculating and resizing the part based on the character’s regularly animated parts. I move this part using a Motor6D.Transform on Stepped. I manipulate its Size (and Motor6D.C0/C1) on Heartbeat.

What I’m finding is that the normal character animations will randomly glitch into a T-Pose for a frame because of this. It feels like an engine bug, but I can’t even imagine why it’s happening! This part & motor is added by a client-side script and has nothing to do with the animations. I do Parent it to the character model as that seemed like the correct place to put it. The part’s Motor6D is attached to the root/primary part of the character

Also to mention, the character is using Skinned Mesh.

Any ideas?

Set the animation priority property of the animation to higher than that of other animations.

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