Animation issue with using weld

Hi! It’s agking again I don’t know where to put that but I’ll put it in the scripting support again basically there’s a problem with using weld on my pull up arm naturally goes higher than the bar and it’s just not natural and I wonder if kinematics will solve my issue basically when the arm lift the arm should stay at a specific position and not go higher than the bar because in real life calisthenic athletes don’t pull up like that

To see the issue look until the end

I tried using Kinematics but don’t seem to understand how to use them to replace arms or some stuffs basically I want to avoid this issue

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hey whats up man,
ive only touched kinematics once so i wouldnt be of much help 2 u but have u tried changing the humanoid’s hip height? it may do something idk. just a suggestion. :slight_smile:

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Why would changing the humanoid hips change somethin I want the humanoid to remain the same height because pull up bar were designed for rigs from 0.7 to 1.3

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I don’t see any other solution than change a little the animation

no need to get gnarly im trying to help lol

and i think ur right, u may possibly have to re-do the animation BUT get more feedback before you do it because i could be wrong.

i saw this video and its pretty helpful. if ur pull up bar is to do with welding the character id say using a seat is easier, as i said ive never done it before so

I was neutral but no worry you maybe misinterpreted what I said but that’s ok I’ll check the video

how does it work, does it have a seat because what u can do is when the player goes up to the seat and sits, the arms may clip the pull up bar but its an easy fix u just move the pull up bar to match the arms

I don’t understand either the point of using sit things

An animation chance is probably the easiest way, and/or removing any actual RootPart movement happening through scripts