nuttolum
(nut)
July 20, 2022, 12:00am
#1
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
nuttolum
(nut)
July 20, 2022, 12:17am
#4
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.
There needs to be some method to overwrite the default scale of an animation, perhaps when its Loaded into the Humanoid or AnimationController.
As it is, any animation that is not pure Rotated poses, but includes any Shift, needs to be re-created (or manually scaled and published) for each scale of the target.
For instance, I have a game where you can Morph into a Dragon.
I allow for 4 different scales of the dragon, from large to small.
I can manually scale the mesh and bones in script with…
2 Likes
so it was a character scaling issue which was fixed with this plugin: