So i made a blender rig with animations imported from blender, but its not just happening to blender animations, animations i have made in studio have also broken. The problem is when in game, the torso/main bone does not move or rotate at all, leaving the animation completely broken
So the whole body is just a mesh part, thats how i have the mesh deformation. so its humanoid root part and it has a motor6D connecting to the mesh.
By root part im assuming you mean humanoid root part. My rig is an Inverse kinematics rig (animated in blender) and i use the pelvis bone to move his main torso. The root part was in the first clip, i just had transparency to 1.
yes the primary part is the humanoid root part, btw thanks for trying to help
I found an old thread about this same issue, nothing worked but maybe it would be useful to finding out whats causing this
okay wait, i just found something crazy, so i re imported the model, and you know how its super big when you first import it? i kept it at that size, and exported the animation at that size also, and made the starter character the un altered model and the animations worked fine. Does that make sense?
But how do i scale this down now?
if anyone is reading this lmk if you know how to properly scale down a blender model
yes, i did try that but sadly it didnt work. Maybe i did it wrong? ill watch videos about it. In the meantime if anyone reading knows any other solution please tell me!
guys I MIGHT have fixed it, i scaled it down from the initial import size, copied the size, then went into blender and re imported it and the animation but now with that size from in game, and it seems to work. i will keep this open just incase it breaks in a couple of minutes
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