My custom rig is flying in the air but no matter what I adjust the HipHeight to (I’ve tried 5.5, 5, 0.5, 0.55, -2, 0, 1, 2, -200, -100, etc.) it always bears the same result. The exact same result.
I feel like the issue might lie somewhere else, then. What’s wrong with my rig?
IMPORTANT: This is a free model from the Toolbox, but I did the rigging myself.
The “movement” script fixes this issue (somewhat) if it’s enabled.
Initially it’ll float but then it’ll throw itself down and start jumping around.
My model’s legs were already CanCollide false. I tried making only the hmr, torso, and head CanCollide true while making the legs CanCollide false but that didn’t do me any favours
Did not work, sorry. Gubby still ascends.
HOWEVER:
The “JumpScript” has an area where it changes the JumpForce (inside Gubby’s Torso) to 0 which manages to ground Gubby (albeit Gubby still moves around all jittery)
So I made a script that constantly makes sure that the MaxForce and Velocity are set to 0.
Gubby ascends initially, but after about 1 second (and getting ragdolled) it returns to normal.
Then I fixed the hip height to 0.55 so that its feet weren’t going into the ground.
With help from @Dankinations I was able to solve the issue.
The model’s Torso has a Instance inside of it that has three values: P, Velocity, and MaxForce.
Have a script make sure that these three values are always set to 0
You’ll need to put it in StarterCharacterScripts if you make Gubby a StarterCharacter