Animation in-game not lining up with the animation editor?

I made an equip animation where basically
-the tool is transparent
-then on equip,
1. the right grip is replaced with a motor6d, to be able to animate the sword
2. The animation plays
3. At a certain keyframe, the sword is made visible

Also the animation priority is set to action4, so thats not the problem

But i’m running into this issue shown here
Animation in the editor (Moon Animator):

animation has nearly no clipping

Animation in-game:

way more clipping (ignore the first equip, it wasnt loaded properly)

1 Like

By clipping what do you mean, do you mean the animation has been shortened, or referring to something like ‘no-clipping’

yeah like no-clipping, the sword is clipping/phasing through the sheathe, even though in the animation it’s not supposed to do that

how did you achieve being able to make your sword bounded by the sheath?

its not bounded, its just animated so the sword stays in the sheathe throughout the animation, using keyframes, but in-game its not lined up for some reason

heres a pic for better explanation
top frame: in game, the sword goes through the sheath
bottom frame: what the animation is supposed to look like

1 Like

It’s something to do with you making the tool visible. Moon animator is used also for animation projects, so the visibility and CFrame options are for that, and do not apply in rig animations as I don’t suppose roblox animations can read the visibility data

The visibility is done with code using an animation event and GetMarkerReachedSignal, so it’s not directly though the animation. Maybe it’s causing lag, but I don’t understand how it could misalign the animation