Issue Type: Animations
Impact: High
Frequency: Constantly
Date First Experienced: N/A
Date Last Experienced: 11/18/2022
Reproduction Steps:
Clone Motor6d tree under different part. Disable initial Motor6ds
TraditionalRigTree.rbxm (550.3 KB)
You can paste both this rig and the rig below into workspace to see how the animations affect the character’s arms.
Expected Behavior:
Disabled Motor6Ds are not affected by animations, even when a clone of the initial Motor6d tree exists.
Character labeled “Inverted Rig Tree” in video
Actual Behavior:
Disabled Motor6Ds are affected by animations when clone of initial Motor6d tree exists.
Character labeled “Traditional Rig Tree” in video
Workaround:
Flip the Part0 and Part1 values of Motor6ds and adjust CFrame offsets accordingly
Untenable due to some parts getting affected by multiple Motor6Ds making using the animation editor impossible.
RigTreeFlipped.rbxm (550.5 KB)
Is this just a built in behavior to allow renaming of R15 joints? If so how can I work around this without inverting the rig tree?
Additional Information
My use-case is manually setting Motor6D offsets to hold the gun in a static position, while still connected to the player’s character, in this case the head. It is connected to the head so when the players head moves with a head rotation system, the gun moves with it.
The flow is as follows:
- On equip of a tool, create an
AnimBasepart connected via aMotor6Dto the players head. - Create facsimile
Motor6Dsreplicating the traditional R15 Rig(Shoulder, Elbow, and Wrist. Each withPart0set to limb above andPart1set to the current limb) and parent to theAnimBasepart - Create
GunWeldMotor6Dto attach weapon to characters hand and parent it toAnimBasepart - Offset facsimile
Motor6Dsto desired position - Parent it all to player
- Disable characters true arm
Motor6Dsso they aren’t affected by animations - On unequip, destroy
AnimBasepart and re-enable characters true armMotor6Ds
Doing it this way doesn’t quite work as the character’s arms still seem to be affected by animations despite the Motor6Ds parented to characters arm parts being disabled. So I have inverted the rig tree where the Part1 and Part0 is swapped for each Motor6D parented to AnimBase. This makes animation nearly impossible as the AnimBase part is now the Part1 to the shoulder Motor6Ds and excludes many released animations which are designed for a traditional R15 rig and prevents the use off the built in animator as the AnimBase is affected by multiple Motor6Ds. I can provide more information as needed.
Before BlendedAnimationFix was released, the issue still persisted. Disabling Retargeting property does not affect the outcome either.