Animation plays as if it were rotated?

I currently have animation priority set to Action4, but there are a few empty keyframes

empty keyframes can lead to roblox filling in the gaps on the specific parts that are missing keyframes with their base animations, but only if you have no closing-keyframe, attempt to fill them in by right clicking the main keyframe and then add keyframe here…

image

let me know if this is the issue if not I’ll think further

I filled in all of the keyframe gaps, but it still doesn’t work.

I find it weird that the arms move completely normally, yet the knife doesn’t

may i see the structure of your knife, are you animating it as a model using a primary part or just as a mesh connected to the arm with a single motor?

image

Animated using handle
So I guess as a model with a primary part

yeah it seems the problem happens directly when the dummy starts passing the knife from the right arm to the left arm

i will make a quick repro file and update you on what i find, give me a few…

image
image

Okay, ty

Don’t mind this

yeah I can’t reproduce your issue with neither R6 nor r15, mine just works

https://gyazo.com/d436a4d28fbd4a67882c4feda40c33d0

i would ask you for your repro file if you have no important stuff inside of it but if this is a privacy risk to you then don’t mind that

show me the snippet of the code where you load the animation so we can add some more lines for debugging

local animator = script.Parent.Humanoid:FindFirstChild("Animator")

local rg = script.Parent:FindFirstChild("Right Arm"):FindFirstChild("RightGrip")
motor = Instance.new("Motor6D")
motor.Parent = script.Parent:FindFirstChild("Right Arm")
motor.Part0 = script.Parent:FindFirstChild("Right Arm")
motor.Part1 = script.Parent.StarterKnife.Handle
motor.C0 = rg.C0
motor.C1= rg.C1
rg:Destroy()

local function animInstance(id)
	local anim = Instance.new("Animation")
	anim.AnimationId = "rbxassetid://".. id
	return anim
end

local testAnim = animator:LoadAnimation(animInstance(132533671746048))


while true do 
	testAnim:Play()
	testAnim.Ended:Wait()
end

This is the code I’m using to play the animation on the rig

AnimationTestPlace.rbxl (86.2 KB)
Here is a new place file with the rig and animation

ah that’s better, I was about to start checking for other playing animations, let me take a look

oh, wait, you can’t access animations i think

If needed, I can send a file with the keyframes so you can publish it yourself

if the issue is not in the animation itself but in the setup of the rigs then any animations should do, I’ll try with a template I just needed your structure of the knife tool

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ok after trying a few methods, problem most likely comes from the way you structure the tool with grips and stuff… personally I’ve structured it a bit differently and can’t seem to reproduce the issue either way https://gyazo.com/76326c4615dba5a19754e0b22c1cf063
give me 1 moment to check something

aight I’ve further replicated your animation (poorly lol) to test it and yeah doesn’t seem to be happening to me… if you wanna take a look at the way I structure them are you able to adapt your animation to this method?

rp_Model.rbxl (102.4 KB)

Ty, ill check it out

dont mind this

aight, you would basically need to reanimate your handle to animate the ‘center’, the fix basically is relying solely on C0s and not using C1s or copying C0s/C1’s from other motors because they cause issues in rounding angles and stuff, if this is not enough of a fix let me know I can come up with something better to match your initial use case…

Okay, thank you for the help!

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