Bizarre rotation after animation is played?

I’m developing a game that uses a lot of animations, some of these animations move the torso far away from the HRP (fight cutscenes). However, I’ve recently encountered a problem with playing these animations. After the animation is done playing, the character’s rotation gets messed up, they can still rotate but they don’t rotate from the center, this also affects all bodymovers on the player’s humanoidrootpart. I can’t seem to find a solution to this problem. It seems to be a problem with motor6d’s

If the problem comes from the cut-scene I would recommend just cloning the character and using that for the cut-scene then simply teleport the character to where they should be after the cut-scene is done. If that’s not the problem you could also try just reseting/reloading the character.

doing that would reset some welds that are needed for my game so it wouldn’t be an option. Thanks for trying to help though.

Using @SquidyCakez idea

The player becomes invisible
A clone of the player starts the animations
When animation is done the clone will be teleported away and/or destroyed

Or try to change the CFrame of the rootpart to the Torso CFrame after any animation with the script that starts them