Animation not playing correctly in-game

I have a pizza box rig that has 3 parts: the base, the lid, and a PositionController (which moves the base). It animates just fine in studio, but when the animation is run in game, the PositionController doesn’t seem to animate to the correct position.

The base and lid both animate just fine, but the PositionController animates as if another animation with the same priority is overriding it, even though I know there’s only one animation currently playing.

  • I’ve ensured that the Root of the rig is anchored, so it’s not being affected by physics in-game.
  • The rig is controlled with an AnimationController rather than a Humanoid, so there’s no HipHeight variable contributing to the issue
  • Although I don’t think it would make a difference because there’s only one animation playing, I’ve changed the animation priority to different ones (the anim in the video is set to Action priority).

I’ve looked through a few different posts, but none of them seem to have the issue that I’m having (mostly just priority issues).

Thank you for your help! :tongue:

2 Likes

Bump because I still haven’t found a solution :broken_heart:

I fixed it—it was a problem with the model’s Scale! From what I can observe from this problem:

  • Having the model’s scale less than 1 (e.g. ~0.337 in my case) will greatly reduce the movement of the animation
  • Likewise, changing the model’s scale to be greater than 1 will exaggerate the movements of the animation

However, it seems that the scale will only affect the first animatable part in the hierarchy. For example: in my case, the PositionController—which was directly connected to the model’s root part hierarchy-wise—was the only motor that was affected by the scale, as the pizza box lid & base transformed and rotated just fine.

This problem took too long to figure out :cry: but i hope it helps someone!

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