Animations playing weirdly

hi, i’m trying to make an animation play on a giant version of the player’s character when something happens, but the animation is playing very weirdly.
here is how the animation looks in the editor (last frame):


here it is in game:

i have tried changing the animation priority to action4, increasing the weight, disabling the blending fix, setting the hipheight to 2, nothing is working.

2 Likes

thats kinda sus (need more chars)

1 Like

Hey, could I see the script you’re using to play the animation?

1 Like

its messy because ive been scrambling to find fixes:

marketplaceService.PromptGamePassPurchaseFinished:Connect(function(donator: Player, assetId, wasPurchased)
	if not wasPurchased then return end
	
	local hd = game.Players:GetHumanoidDescriptionFromUserId(donator.UserId)
	dummy.Humanoid:ApplyDescription(donator.Character:WaitForChild("Humanoid"):GetAppliedDescription())
	local char = dummy:Clone()
	char.Parent = workspace
	
	local Humanoid: Humanoid = char.Humanoid
	local HS = Humanoid.HeadScale
	local BDS = Humanoid.BodyDepthScale
	local BWS = Humanoid.BodyWidthScale
	local BHS = Humanoid.BodyHeightScale
	HS.Value = HS.Value * 44.77529664340413
	BDS.Value = BDS.Value * 44.77529664340413
	BWS.Value = BWS.Value * 44.77529664340413
	BHS.Value = BHS.Value * 44.77529664340413
	Humanoid.HipHeight = 2
	Humanoid:EquipTool(script.Hammer:Clone())
	
	char:SetPrimaryPartCFrame(oldPos + Vector3.new(0,char:GetExtentsSize().Y/2,0))
	
	local track = char.Humanoid.Animator:LoadAnimation(anim)
	track.Priority = Enum.AnimationPriority.Action
	track:AdjustWeight(1, 0)
	track:Play()
	
	repeat task.wait() until track.Length > 0
	task.wait(track.Length * 0.99)
	track:AdjustSpeed(0)
	
	task.wait(3)
	char:Destroy()
end)
1 Like

Offsets on animations dont scale with character size.

2 Likes

so it was a character scaling issue which was fixed with this plugin: