Custom Character animations shake camera + weird blending?

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

And so far, none of this has worked.

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do you think the glitching could be because when the character goes forward it goes forward in both the workspace and the animation?

If you look at other walks, the character walks in place (the animations don’t actually update the location of the character.)

what does your base animation look like? (cute character btw)

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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.


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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.

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