Bone worldposition not updating with animation?

I’m animating a custom rig with mesh deformation (bones), and i’m trying to position attachments to the worldposition of each bone to add trails to the character.
It seems that when the mesh is animated, the worldposition of every bone stays the same as it was when there was no animation playing.

This is a bit of a roadblock for the project i’m working on, so if there is any way to fix this, or even an alternative way to put trails on a mesh rig it would be super helpful.

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Well i just found a solution to this problem. Bones have a property called TransformedWorldCFrame which is the position of the animated bone.
Pretty useful.

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I spend like 8 hours on this problem before finding this post… this should definitely be located in the properties menu so that we can actually see it while debugging

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Thanks! Now I can continue on my 14 month postponed project!

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