This is a really weird bug and I’m not really sure if this is an actual Studio bug or not.
I have a custom morph rig that the player will turn into. Rig and animations work correctly; however, I noticed that the limbs’ actual collisions dont move with the animation, mostly the hands.
Here’s a picture of the default t-pose of the rig. (take note of the hand’s positions)
Here’s a picture of the idle animation that’s playing.
But what’s really weird is that the hand’s collision is back at the default t-pose. Here’s proof of it:
I put a humanoid rig on top of where the hand would be during it’s t-pose state, and showing that the collisions are not updating at all with the animations.
I checked to see if this is a client-server replication issue, however the animation shows fine on the server-side as well. I have a touched event that connects when the hand is touched. It doesn’t fire at the animation’s position, but rather at the t-pose position, more proof the collision isn’t updating.
Has anyone encountered this before and found a solution? This is really weird, I can’t seem to think of one.
Edit: ookay, think i found a solution. Not really. More of a reason. For some reason the bones in a rig don’t actually update the collision so basically none of the animations are happening??
So I guess the only workaround is to attach custom hitboxes… not really practical buut oh well