Character Floating

So, I’ve run into yet another, for like the 10th time, a problem with the cutscenes for my game. This time, it has to do with the camera dummy character in a cutscene, and that it can’t float. If I anchor the HumanoidRootPart, the animation doesn’t work. If I do anything to anchor it, the animation doesn’t work. Anyone know of another way to do this? Because I can’t figure it out.

BodyForce’s code sample is anti gravity…

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Pretty sure it’s

BodyForce.Force = Part:GetMass() * workspace.Gravity
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Alright, I’ll try that and see if it works.

Nope, the character still falls.

This is the line of code I used BTW. There’s a BodyForce object in the HumanoidRootPart that has a script in it.

script.Parent.Force = Vector3.new(0, script.Parent.Parent:GetMass() * workspace.Gravity, 0)

Maybe lessen the density of all the parts in the character?

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If you do it like this remember to add BodyForces to all parts.

You can also use assembly get mass and create one for the HumanoidRootPart. A BodyPosition would let you set target position if you’d like to do that.

If you anchor only the HumanoidRootPart I believe the animations should still work, unless there is specific code that runs the animations based on Humanoid states.

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That doesn’t work either.

turdy chrs

That also doesn’t work. Did I do this wrong? (script.Parent.Parent is the HumanoidRootPart)

script.Parent.Force = Vector3.new(0, script.Parent.Parent.AssemblyMass * workspace.Gravity, 0)

Should work fine. What force do you get when you add it to your Humanoid. Also, do you drop slower then you did or do you still just drop?

Wait, am I supposed to add it to something? That’s the only line of code in my script. I didn’t see anything that said I should.

Also, the drop happens a long time before the cutscene starts, as that’s when the character is loaded in.

When I say add what I mean is that your supposed to (If you haven’t already) add a BodyForce under the HumanoidRootPart. You then add a script inside of the BodyForce with the code

script.Parent.Force = Vector3.new(0, script.Parent.Parent.AssemblyMass * workspace.Gravity, 0)

When I said add I meant the code adding Force

Oh, yeah, the Parent of the script is the BodyForce.

Also, I managed to get a look at the character as soon as the map loaded in, they’re automatically on the floor.

Maybe try adding

Humanoid.Anchored = true
task.wait()
Humanoid.Anchored = false

I did try that right before editing my previous post. It didn’t work.

Okay, now this is strange. I just tried this script (All scripts are activated upon the map loading for randomization purposes):

wait(10)
script.Parent.Force = Vector3.new(0, script.Parent.Parent.AssemblyMass * workspace.Gravity, 0)
script.Parent.Parent.Anchored = false

For some reason, after the ten seconds, the character disappeared into thin air.

Did the Model get deleted or just go invisible?

The model itself wasn’t deleted, but every single part inside of it was for some reason.

What’s happening is after the ten seconds, the HumanoidRootPart gets unanchored, it probally has CanCollide set to false and is just falling through the ground. Because everything is welded to it everything is deleted.

I don’t think that’s what’s happening, because I used server view to watch the character, and it literally disappears into thin air.

If that’s the case, another part inside must of fallen into the void.