Assistance in rigging a custom assembly - cannot understand this issue

Unfortunately, for all the threads I’ve scrolled through and articles I’ve read, my ultimate frustration regarding the rigging of a custom assembly for animating has reached maximum frustration and I can’t take it anymore. Something that should’ve taken me 2 minutes has now gone well over 30 minutes.

AssemblyTest.rbxm (3.1 KB)

This is currently the assembly I’m working with. I have the whole thing welded and everything but the problem starts when it comes to using an animation plugin (Moon Animation Suite) on this rig. Here is a video of my issue (ignore my insanely offsetted mouse, I have technical problems beyond using technology):

2019-01-30_00-15-27

How do I rig this properly so it actually works within an animation plugin? How do I rig custom assemblies? I’ve referenced R6 and R15 rigs, as well as several articles, but seems that I can’t competently resolve this issue.

Your greatest friend is attachments, not only do they keep all the data you ever need in a concise way that doesn’t need to be in the script, but they also help you visualize your rig. Here’s what I mean:

  1. Take your unrigged rig, and place an attachment in every single part that will be under the influence of an animation. (2 of them represent one joint or motor6d) Discount any accessories or welds.
  2. Name each attachment accordingly (dont forget a humanoid root part) and remember to add part0 to those that influence part1’s
    2a. A torso to leg connection would name the torso atmnt. TorsLegPart0 and name the leg atmnt. TorsLegPart1 (just name them to differentiate between them)
    2b. Remember, we are naming them so that later we can parse through them with a script and a table (containing all the names)
  3. Position both attmnts. in a joint pair so that they are on the joint position and also on top of each other so to speak (this is important because no matter what, a motor6d will bring the part onto the exact cframe so we must specify an offset)
  4. Once you have done this for all of them, list all the names of each joint pair (like my TorsLeg example) and locate each while also determining which one is part0 and 1
  5. Then just instance a new motor6d to the part0 and fill in the parameters, C0 is the atchmnt. Part0 cframe, and c1 for attchmnt. 1. Part 0 is, well part0 and etc.
  6. To animate it, just let the script run, copy the model and paste it out of running mode, remove unnecessary jargon and add a humanoid, you’re ready to begin.

Remember, the API is your greatest friend if you get stuck. And if you need me to, I can give you an old example I have from a friend of mine.

No, my greatest friend is not attachments. I do not need constraint objects for this, it’s a custom assembly akin to Roblox avatars (R6 and R15). Attachments cannot be animated right now either in the Roblox Animation Editor or Moon Animation Suite and this is also not what I’m looking for either.

I am also not looking to visualise my rig, I am looking to have the bug posted in the OP solved (which is understanding why the rig I have is moving oddly when I drag it in the animation editor).

This sounds like an overcomplicated solution to a simple problem, which is trying to use Motor6Ds properly to rig my custom assembly appropriately. I appreciate the effort, but it’s not what I seek.

You are using the attachments to save cframe data outside the script. You aren’t using attachments to animate, the motor6d’s just use the attachment instance to get cframe data. Did you even read what I put there?

Yes, I quite clearly read it, and it’s not what I’m looking for. I’ll try to apply this paradigm as a last resort method, but again, this is not what I’m looking for. I’m attempting to use a Weld Editing plugin from Moon Animation Suite to weld my characters and use those Motor6Ds to animate.

In the first place, this can’t solve my problem if I don’t understand why what’s happening in OP is happening. See the video for reference. Throwing a response at me without me being able to understand the fundamental issue behind it doesn’t help me.

The issue is the root is not anchored.

I initially used the default ROBLOX animation editor on your assembly and it gave me an error message saying something along the lines of “Your root is unanchored and may cause weird behavior. Do you want to anchor it?”. I figured that might be the cause and lo and behold, after anchoring the assembly, the issue was no longer present on the Moon Animation Suite plugin either. :smiley:

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What the… the root has to be anchored? Wow.

I knew I was overcomplicating such a simple issue. Thanks. Anchoring the root quelled the problem completely and I now owe every fibre of my existence to you. Frustrations are gone.

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You did ask:
How do I rig custom assemblies?
So I simply responded with my method, do with it what you will.
Though Spynaz located your problem quite quickly, so I am not needed.

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Fair point. That was a problem with the way I articulated it, for which I ask you to forgive me for that. Your response would’ve solved my problem if that was my proper question, but alas, my bad wording strikes again.

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Haha yeaa, its a weird thing but you’ll have to keep your root anchored when animating. Not sure why though :man_shrugging:

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