Issue Type: Animations
Date First Experienced: N/A
Date Last Experienced: 11/18/2022
Motor6d tree under different part. Disable initial
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.
Motor6Ds are not affected by animations, even when a clone of the initial
Motor6d tree exists.
Character labeled “Inverted Rig Tree” in video
Motor6Ds are affected by animations when clone of initial
Motor6d tree exists.
Character labeled “Traditional Rig Tree” in video
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?
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 a
Motor6Dto the players head.
- Create facsimile
Motor6Dsreplicating the traditional R15 Rig(Shoulder, Elbow, and Wrist. Each with
Part0set to limb above and
Part1set to the current limb) and parent to the
Motor6Dto attach weapon to characters hand and parent it to
- 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 arm
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
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.
BlendedAnimationFix was released, the issue still persisted. Disabling
Retargeting property does not affect the outcome either.