very sorry for bumping its only been a day but this needs to be solved ASAP! and ive also searched the devforum for duplicates and their solutions never worked.
make sure you apply transform the mesh and armature
make sure bones have they proper parents
if that dont work
unparent the mesh and armature and keep transform
remove all vertex weights/groups from each mesh and reparent the armature to the mesh
consider using following roblox r15 bones convention
ik this is the automatic approach but would there be a way of completely rigid geometry, just changing position and rotation and not deforming it’s vertices and stuff?
you have to set the vertex group name to the name of the bone? because i did what was there and when i parented with empty groups it didn’t move in animation
make sure everything has unique names, bones cant be named the same as an object cause that usually causes issues. I found a solution by unparenting all my parts, going through manually adding vertex groups, selecting all faces/vertices in edit mode then in the properties tab clicking assign to assign full weight control to that vertex group. Then, go through each object and make sure it has an armature modifer, if you do it right you should just be able to click through the two properties of the modifier pretty quickly for each part.