I’m trying to work with this animation for getting into a locker but trying it in-game yields a different result than in the animation editor.
It appears as if every movement done by the animation is lessened while testing…?
The animation IS set on Action priority, since that’s a result I found elsewhere, but didn’t work for me.
I’m not sure of what could be causing this, I even tried to stop all animations of the character and the character model is the exact same as the one being tested too.
Here’s the comparison between the animation in the editor and in game.
Your animation doesn’t look like it’s starting in the same spot between the two clips. Have you tried teleporting the player to be in the exact same spot as the dummy relative to the closet before playing the animation?

Edit: I’m not sure after taking a closer look. Are you able to post the animation as an rbxm file?
Still no idea of what could be causing this.
The HRP’s position of the dummy used is the same as this part I used, and in the script I just CFrame the HRP of the player to the part, so I doubt that would be the issue (I also anchor the HRP so that it doesn’t move).
Here’s the animation of the humanoid too.
HUM_LAnim.rbxm (34.0 KB)
It’s odd because I had this exact same issue but much MUCH worse a few years back and could never find a fix for it, so I gave up with that, but I just assumed it was because the animation was for a custom rig.
Roblox by default strips any translation you key on the HumanoidRootPart,
so in-game your slide into the locker motion gets zeroed out even though it plays fine in the editor,
the editor shows you root-motion but the actual Humanoid Animator will only apply joint rotations.
Just don’t animate HRP moving forward, either bake your forward slide into the hip
(Pelvis/UpperTorso) Motor6D or keep the animation pure (only joint poses)
and drive the root CFrame into the locker with a small CFrame-tween in your script when you play the hide animation.
While this may be useful for others, I did know about this not working since a while back, hence why I don’t move the HRP of the model at all (as seen in the image below). It’s all done by moving the LowerTorso, which shouldn’t have any issues.
I am using moon animator instead of the default roblox one, don’t think that would be a big issue though.
Okay but it isn’t MoonAnimator or your anchoring that’s wrong,
it’s the way Roblox actually plays back animations at runtime.
Studio preview plays your raw KeyframeSequence
, root-motion and in-game even translation you bake onto LowerTorso or HRP gets massively compressed and any true root motion on the HRP is stripped entirely, so your slide looks tiny.
Well that sucks, is there a way to work around this so the animation isn’t constantly offset? Or do I just gotta deal with it
Hey so, still not sure why it’s happening but I recreated it on my end and both animations line up.
WorkingAnim.rbxl (122.0 KB)
Reupload the animation from the rig in workspace, then try copying everything in this place (startercharacter, starter player scripts and the rig) to your dev place and see if it still happens. If it does, it’s probably not an issue with the animation itself but with the way your place is configured.
I found the fix for it entirely within this post, it’s whatever this little checkmark is in the humanoid properties, that I’ve never even seen or heard of! Turning it off made the animation work perfectly with no offset.
Thanks a lot for your help though! What a dumb issue…