Custom rig Issue

  1. What do you want to achieve?

I want to find a way to fix my animation so it plays as it does in the animation editor.

  1. What is the issue?

Animation only rotates the rig’s bodyparts, and parts dont move as set in the animation editor at all.

  1. What solutions have you tried so far? Did you look for solutions on the Creator Hub?

Yes, ive looked for solutions, found no help.
I’ve tried changing the HipHeight from 0 to various numbers 1-2048.
I’ve tried re-uploading the animation various times.
I’ve tried using both Humanoid and Animator instances to play the animation.
I’ve tried removing the animate script to see if it’s interfering,
and nothing fixed it.

I’ll be providing comparison videos to how it’s in the animation editor and to how it plays ingame. The difference should be pretty obvious.


How the rig is setup:

Humanoid:


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Created a test animation to see whether or not the movement in the animation editor translates to animations i play. turns out the movement DOES translate, but barely, completely unnoticable.
further testing shows that the hipheight in my rig doesn’t effect the degree of movement, which is an issue i don’t know how to fix.

The issue is still not resolved.

What’s AnimationPriority do you have? is it Core, Idle, Movement, Action1-4?

The animatioon priority i’ve set for the animation is ‘Action’.

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Well. i dont know then, im not that good at moon animator :pray:

Aight twin thank you for the response :sob:

Try messing around with the RootPriority of the meshparts (particularly the humanoidrootpart) in the model. It looks like the rest of the stalker is connected to the root in testing as opposed to moon animator. I don’t have moon but there might be a qol feature autohandling the root.

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pretty sure you just forgot to turn can colide off to non humanoid root parts

I’ve stared at these side-by-side on loop for like 4 minutes and can’t figure it out.
Is it the legs tweening or whatever to go back to their original position that’s different?

I assume there’s no IK. Maybe the foot overshoots, going through the floor, but they look the same and I feel like I’m psyching myself out on what the differences are. Maybe the in-game one is more floaty?

Aight sorry for the late response, had a internet outage. both rigs rotate perfectly fine as seen in the video, but the issue is that the rig inside of studio doesn’t move at all. If you compare the rig in the moonanimator with the one ingame, the whole rig moves down to the ground, meanwhile the one ingame starts floating as movement isn’t being translated.

Both rigs are the same amount of studs from the ground.

I am still unable to resolve this issue.

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I’ve done so, it doesn’t help. The animation itself is not being translated how it does in moon animator. dont know if there even is a solution to this, might have to re-rig the model in prayers it works

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You might be right, i’ll try messing with it in a bit

Out of curiosity if you play the animation from a script with context=client, does it change anything?

ive tried that too it doesnt change it sadly

What is the root bone of your model? What @bossfighter3 mentioned could diagnose the issue, or looking for a bone that the rest of the rig is parented to and see if that is offset.

Have you tried playing the animation with the built-in animator from Roblox?
If even a built-in animator doesn’t play this correctly, then Moon Animator is the issue here.
In that case, you can either use a built-in animator or make a Blender rig.

Random guess, but are the Humanoid Hip Height’s the same?
And, could you try making the Humanoid Hip Height smaller?

The screenshot in the OP shows 9.2 as the HipHeight. Maybe something like 2 or 3 would fix it?

They actually show an image of the Stalker3 children, most of which are MeshParts. I was referring to the one named HumanoidRootPart in the image. Looking back at the ingame video, though, the culprit could actually be a part in the stalker’s upper back because the character pivots around there.

the animation is also not correct inside of the built in animator

yes i’ve tried this already, stated in the post sadly didnt affect anything

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