You can write your topic however you want, but you need to answer these questions:
-
What do you want to achieve? I want to achieve a smooth motion with an NPC using :MoveTo() and animations.
-
What is the issue? Animations mess with :MoveTo()
-
What solutions have you tried so far? Found nothing on the developer hub, but that may be due to might fairly light search for anything similar to what is happening with my NPC.
3 Likes
In the walking animation for the model, does it move forward when it walks? The model should just walk in place in the animation and shouldn’t move forward, otherwise it creates that jerky effect. Just edit the animation so that the npc doesn’t move in the animation itself, but walks in place.
1 Like
I’m using the default roblox R6 animations, so I have no clue. I’ll try edit it.
What do you mean? What should they be? Also, keep in mind that I have no clue how to configure default roblox animations for R6.
I took a look at animation 180426354
, which is the default R6 walk, and it seems to have no motion of moving forwards in the Animation Editor.
You should use R15 models, I used to have this error with my zombie R6 model. R6 models are deprecated somehow… Also you should make a part creating debug Pathfinding to see what went wrong with the NPC
Can’t switch to R6 because of the way I want my game to be made sadly. 
Hey, is that NPC spawned in via a script? If that’s the case could I take a look on how you spawn it? Animations severely breaks depending on how you spawn rigs.
And also make sure the animations are server-sided.
The NPC is spawned in via a server script. The animations are server-sided. The script for the animation is disabled when the NPC is in ServerStorage, but when it is cloned and parented to workspace, the animation script gets enabled.
Alright, how do you move the NPC to where you want it to be spawned?
You can send a small section of the script so I can figure out the process.
By this I mostly mean how do you set his position, do you do it from his HumanoidRootPart
or is it from another limb?
I’d still love to take a look on the bit of code responsible for it so I could potentially give an answer that could maybe work.
local Mob = ServerStorage:WaitForChild("Mobs"):WaitForChild(MobType):Clone()
Mob.Parent = workspace:WaitForChild("MobFolder")
Mob:WaitForChild("HumanoidRootPart").Position = SpawnPoint.Position
Mob:WaitForChild("Torso").Position = SpawnPoint.Position
Mob:WaitForChild("SpawnPositionValue").Value = SpawnPoint.Position
Mob:WaitForChild("Main").Disabled = false
@CipherFunctions Cha-ching! The way you are TP’ing the dummy offsets the HumanoidRootPart in the server which causes the dummy to have an uneven center of mass.
Try using Mob:SetPrimaryPartCFrame(Spawn.CFrame)
instead and see if it fixes the issue.
I’ve faced a similar issue in the past and doing this fixed the problem.
How would I set the CFrame via the server?
Nevermind, got it, thanks. Will test out now.
You could replace these two lines of code with the CFrame positioning code and it should work just fine. (Atleast that’s how it went for me)
Edit: Didn’t saw you edited your message lol
This only teleports the HumanoidRootPart, which for some reason doesn’t move the whole character of the mob. Should I set the CFrame of the Torso aswell?
That’s odd, it should’ve moved the entire mob…
Is the mob anchored by any chance before being moved?
(This shouldn’t affect the moving tho, which kinda bugs me out)
I will even try doing that on my end to see if it works just fine, will tell you how things will go.
None of the parts of the mob are anchored, nor is the SpawnPoint part collidable.
That is odd, and to make matters worse, on my end the code is supposed working just as fine.
(I did a very quick test using the console, nothing went wrong)

I realised I forgot to take out a line so it didn’t work, but now it’s working as it should! Thank you!
1 Like
You’re welcome! I’m glad that I was able to help you out.
1 Like