When I play some of my animations with smaller R15 characters, they often begin to speed around uncontrollably, like so:
https://i.gyazo.com/736f19d567b2f8ddd1afa2f8a7ccc17c.mp4
How can I stop this?
When I play some of my animations with smaller R15 characters, they often begin to speed around uncontrollably, like so:
https://i.gyazo.com/736f19d567b2f8ddd1afa2f8a7ccc17c.mp4
How can I stop this?
Try anchoring the humanoid root part and letting the animation play
Put a skateboard under the character and sell it as a feature.
This man’s a genius.
The upper and lower torso on an R15 rig is CanCollide true which means that you may run into physics issues if your animation is pushing their body into the ground.
I tried that but it only adds to the problem
Haha nice one
Is there a way to prevent these physics issues, whilst having animations which can do this?
CanCollide them false.
Not possible - the humanoid forces the CanCollide values for both of these to be true
Wouldn’t it be easier to edit the animation so the character doesn’t intersect with the grid (while in the animation editor)?
Try to raise the animation of sleeping a tiny bit upward. Usually it’s because it’s the physics engine trying to fix itself from the character and the baseplate.
Not the best idea but a temporary fix would be to decrease walkspeed when the animation is active.
Not sure if this is what you are doing, but are you adjusting the hip height to lower the humanoid root part (hrp) onto the ground? If you are, then this might be the issue, I have noticed when the hrp is touching the ground, I get that same effect. If thats the case you might need to adjust it hip height to where the hrp is just a bit above the ground. Just something to think about.
Changing the hip height does work, however I have such a variety of characters, it’s impractical to work out the perfect hip height for each one, for each animation. Also, raising the hip height often makes them appear as if they’re floating for a lot of the animation (e.g. if it is a dance), so I have avoided this for now. I still haven’t figured out an efficient method yet to solve this.