Animation levitates/floats rig above ground

Hello,
So I have this big guy with 7 body parts. Basically, R6 but the torso is split: LowerTorso and UpperTorso.

Yes, it’s a zombie, it has an attack function that uses this smashing animation I made. Here is a simulation in the Animation Editor:

2024-01-27-09-45-41-ezgif.com-added-text

Pretty clean right? Both arms and legs are touching the ground.
And the problem? Here’s what it looks like in real-time simulation, via Humanoid.Animator:LoadAnimation():Play():

2024-01-27-09-42-23-ezgif.com-video-to-gif-converter

Here you can see it just floats above the ground when this guy bends over. I’ve set the RootPart.Transparency visible to tell if it’s just a collision problem, but no. How would I fix this? :thinking:

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Was your rig floating in the air when you made that animation?
Try setting the HumanoidRootPart visible in studio too so we can see if there is any differece on the rig’s position to the one in-game

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No.


I also have the walking animation.

2024-02-01-20-02-06-ezgif.com-optimize
2024-02-01-20-01-20-ezgif.com-optimize

The walking animation doesn’t do the “floating” stuff.

Found your post looking for answers on the same issue. Not sure if you’ve figured out your own solution, but I found two…

  1. Disable the “AutomaticScalingEnabled” property in the Humanoid
  2. Change the Humanoid to an AnimationController

Hey, sorry for the late response. Haven’t opened Studio in ages.
I tried the first statement and it works! :smiley:


I don’t think I can make an NPC without Humanoid…

But atleast after a decade waiting, the issue is finally resolved.
Thank you for your feedback :smile:

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