I have an issue where animations go further in game when different character types are used, as well as different body type percentages. When trying out the animations in studio on the different characters and body types that created these inconsistencies, they were playing appropriately. Even when publishing the animations with the different characters and playing it in game using that character, the inconsitencies remained.
For those who dont know body types are how small or big the character looks:
This is the the animation I am talking about:
And to create this I had to split it up into 2 animations, one for the beginning keyframes, and the loop keyframes.
This is the begin animation:
When the begin animation ends, i immediately play the loop animation:
This is an example from a result from using this character and 100% Body Type: Summer
This is the result from the same character but with 0% Body Type (Which you can see reduced the arch):
This is how it looks in studio:
Some observation:
I doubt that the issue comes from using 2 animations because even when only playing the begin animation, the inconsistency is still there:
Expected behavior
I would want the animation to play the same in game as it does in studio in animation editor.
A private message is associated with this bug report
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Hi, thanks for your report! Does the problem persist if you republish the animation on the right character ? Would you be willing to attach a copy of this animation for us to look into it ?
Hey, the issues still persist.
I’ve tried republishing the animation using the correct character rig, but the problem remains. I’ve attached the animation IDs in the private messages, along with a reproduction file. I can restate the IDs here publicly:
Begin animation ID: rbxassetid://81779287298072
Loop animation ID: rbxassetid://110321146335111
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Hi, thank you for for the bug report and for the useful files. I’ve taken a look into the issue.
We are aware that there is a problem concerning animations not appearing the same in the Animation Editor as they appear in-experience.
Although, the root of issue probably isn’t what you might be hoping for: The correct appearance of the animation is in fact what is appearing in the running experience. Here’s an explanation:
Animations on an avatar’s root position are scaled if the avatar is resized. This allows for, say, a walk animation to still appear as it should without the feet slipping after a scale is applied.
To pull off the skateboard animation, an approach would be to instead attach the avatar to the skateboard, and then animate the skateboard’s position. This would allow the avatar to be resized without affecting the position of the skateboard.
I realize that this isn’t the desired outcome, but I hope the reasoning behind it makes sense.
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@ItsMaximiIian Hi there, thank you for your patience as we investigate this further.
Aside from what @Robloxy_Moxie has suggested (attach the avatar to the skateboard, then animate the skateboard’s position), there is another fix.
At the core, the issue you’re seeing is actually caused by the AutomaticScalingEnabled
property on the Humanoid. The fix is to turn OFF Humanoid.AutomaticScalingEnabled
on the StarterCharacter. Here’s what’s happening:
-
What is AutomaticScalingEnabled?
This property makes the engine automatically rescale animations to fit avatars of different sizes and proportions, so that things like foot placement look correct across all R15 characters.
-
Why does turning it off fix the issue?
When you turn off AutomaticScalingEnabled
, the engine stops rescaling the animation’s root movement. This means your animation will play exactly as it was authored, matching what you see in the Animation Clip Editor.
-
Why is it broken for your use case?
The scaling assumes animations are authored on a standard R15 rig with a HipHeight of exactly 2.0 (default platform R15) . However, it should grab the HipHeight of whichever character the original animation was authored on.
If your character’s HipHeight is not 2, the engine will perform the scaling, causing it to look different in-game. This is why disabling the property “fixes” the inconsistency. Changing the HipHeight of the StarterCharacter to 2 will also have the same effect as turning off AutomaticScalingEnabled
.
Here is an experiment to try for your specific use case to understand the intended effect of AutomaticScalingEnabled
:
- Export the Loop animation on the R15 Blocky character
- Scale the Blocky model to 0.5
- Play the animation on both the 1x and 0.5x scaled characters with AutomaticScalingEnabled ON. The animation should play correctly on both
- Play the animation again on 1x and 0.5x scaled characters with AutomaticScalingEnabled OFF. On the 0.5x character, the arch will look smaller
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