Animations for Custom Character Rig don't match with animation editor

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  1. What do you want to achieve? Keep it simple and clear!
    I’m trying to create animations for a custom character rig that is platform standing and welded to a vehicle. The custom rig is modified during runtime, the HRP is resized and repositioned using the Root Motor6D joint. The C0/C1 are reset to match those changes. The vehicle has an animated rig version which is then attached to the HRP in the same manner as the LowerTorso is. Then the modified rig is welded to the vehicle rig so that the HRP and vehicle root are in the exact same position.

  2. What is the issue? Include screenshots / videos if possible!
    The animations do not match up in-game with the animations created in the editor. Which doesn’t make sense at all. Both the in-game rig and rig in the editor are created in the exact same way. Even though the HRP and vehicle Root are in the exact same position. The character rig becomes wildly offset from the HRP which doesn’t happen in the editor. The more complex the animation the more wildy offset the character rig becomes. The purple block in the images is actually both the HRP and the RootPart of the Animated Vehicle Rig. One is blue the other Red.
    The real vehicle root matches the Animated Vehicle Root so they are in the same position.

Editor SS

InGame SS

  1. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    I’ve been dealing with this problem for a very long time and I have rebuilt and redesigned the rig many many times. I’m hitting a brick wall with it and I just can’t figure out the problem. I’ve tried using moon animator as well and the results are the same. I’ve tried using my own character as the rig used in the editor as well so literally every detail would be exactly the same and it doesn’t make a difference. I’ve also tried NOT resizing the HRP and leaving it default. I still get the exact same problem. I have tried disabling the platform stand and this doesn’t change anything either.

The only time the problem doesn’t occur is when I rotate only the lowerTorso on the Y axis. If any other part is moved or rotated then the offset between the lowerTorso and the HRP goes wonky.

Using my own avatar character in the editor and making a simple animation that moves the lowerTorso back and right to have the character stand one foot while slightly bending the foot.

I get two different sets of transform data while the C0/C1 data is precisely the same:

--Editor Data:
print(game.Workspace.Emskipo.LowerTorso.Root.Transform)
 0.482837677, -0.681696415, 1.07789612, 1, 0, 0, 0, 1, 0, 0, 0, 1
--InGame Data:
print(game.Workspace.Emskipo.LowerTorso.Root.Transform)
0.709891677, -1.00226355, 1.58477592, 1, 0, 0, 0, 1, 0, 0, 0, 1

Here I move the lowerTorso 1 unit on the z-axis.

--Editor Data
print(game.Workspace.Emskipo.LowerTorso.Root.C1)
-6.15715976e-08, -0.412137985, 0.113980114, 1, 0, 0, 0, 1, 0, 0, 0, 1
print(game.Workspace.Emskipo.LowerTorso.Root.C0)
0, -1.04752529, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1
print(game.Workspace.Emskipo.LowerTorso.Root.Transform)
0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1
--InGame Data:
print(game.Workspace.Emskipo.LowerTorso.Root.C1)
-6.15715976e-08, -0.412137985, 0.113980114, 1, 0, 0, 0, 1, 0, 0, 0, 1
print(game.Workspace.Emskipo.LowerTorso.Root.C0)
0, -1.04752529, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1
print(game.Workspace.Emskipo.LowerTorso.Root.Transform)
0, 0, 1.47024918, 1, 0, 0, 0, 1, 0, 0, 0, 1

You can very clearly see here that the transform value for the Z-axis is off by nearly half a unit. I checked the keyframe data using the KeyframeSequenceProvider and the keyframe data matches the editor. So it has something to do with how the keyframe data is being applied when the animation is played.

I should also mention that I have turned off AnimationWeightedBlendFix and ClientAnimatorThrottling although they don’t seem to make a difference in this case. I also can confirm that there is no other animation track being played so I don’t believe there could be issue with animation blending.

Further testing shows that this amount .47024918 is added for every 1 unit of movement.

I’ve had this issue too and I realized that animations can’t scale with player’s body! Not yet I believe. I have also tried to make an animation where I catch the arrow in the air, but since my character was too tiny, the part where he catches it looked like the arrow was floating!

I think your best solution is to make your StarterCharacter same as the Rig to be able to do the animation properly, since if you join as a tall player, it will clip, or short player, it will float.

Thank you for the response. But I’ve tried using the exact same rigs, it doesn’t change anything. The test data I provided in the post where I show the differences in the transform data. That was done using my own avatar in both places.