Hi! I’m currently in the process of working on a custom character for my game, and I’ve run into an issue where there’s some noticeable camera shaking, alongside weird blending/shaking when the character stops “walking”. I have a feeling this may be because this character in question has a more “free” walk animation than the rest. Something I also noticed is the fact that the character behaves as if its colliding with something, even though there’s nothing for it to actually collide with.
I use the default Animate script, and this has worked for all other characters I’ve made in this game.
Things I’ve tried over the past few days and that I know aren’t the issue;
Searched other topics (all of them are dead with no replies or solutions)
Renaming parts of the rig
Made parts of the rig Massless
Made the entire rig Massless
Changing the HipHeight
Changing the weights in the Animate script
Changing Animation priorities
Setting contact parts (legs, backside, underside) to CanCollide off
Setting the entire rig to CanCollide off
Adjusting the CanCollide property of ONLY the PrimaryPart
Setting the CameraSubject to the PrimaryPart
Raising the PrimaryPart so it makes no contact with the ground
I’ve tried a version of the walk animation that doesn’t have the drastic forward/backward movements, if that’s what you mean. The issue is definitely lessened, but I still experience the shaking when it has to transition back into the idle.
Original walk and modified walk, just for comparison.
After a few days, I figured out the reason for the idle causing camera shaking. Writing this answer just in case anyone else also stumbles upon my topic.
The transition time between the two was so low that they ended up snapping into eachother near-instantly, causing the weird camera shaking.
Luckily for me, the transition time can be adjusted in the default Animate script! It’s the second variable in the playAnimation function, and I replaced the 0.2s in both of the function seen with 0.6. After that, the problem went away.