Do Animations Scale Based on size

I modeled a giant snake and animated it using the standard roblox animation editor. The animations all play great at the scale they were built at, but at other scales they become less accurate to what I expected them to look at.

https://gyazo.com/fd8f13b3941483ee25b94c771ccd6a41

That gyazo gif shows the model with animations being played on it. They are scaled as 10%, 50%, 100%, and 200% in that respective order from left to right. The animation was created on the 100% scale model. I know that character animations seem to work properly at any different scale on the character model; so I was wondering what if anyone had any idea what I might be doing wrong. The model is rigged with Motor6D’s and the motor6d’s are oriented in the same position on each model respective to the parts they join.

This next gif displays just the animation rig, with the white stationary part being the humanoidrootpart for each of them.

https://gyazo.com/c0e18bd57909446d906eded525e7ab16

If anyone has an idea on what the issue might be or would be willing to offer suggestions, please let me know! Thanks in advance.

Place file in case anyone can take a look at it closer.
basilisk animating.rbxl (38.1 KB)

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It looks like there was an issue with the scaling of your model and how that affected the Motor6D properties. Do the scaled models look fully correct without the animations playing (specifically the animated parts such as the tongue)?

I recolored the front parts of the rig to display that they are in the right spot
https://gyazo.com/e9b615a262afe83023404754ed442de4
Using goro7’s Rig Editor plugin to display the orientations of the welds just to be sure they are in the correct positions, which they appear to be.
https://gyazo.com/e4b6fa3824340eb1cec338ed3ee7c641
I was going to do the same gif whie the animations are playing, but the displayed attachment positions fall down.
https://gyazo.com/71214289c24881feb411e6b745d12b67

If I uploaded the place file would anyone by chance be able to take a look at it for me and give me some pointers on what I’m doing wrong?

The animations are simply offset and rotation data for each joint, and this does not change based on what rig you are using.

The effect of this is essentially that rotations scale (not really, but since the relative positions of the motors scale, an animation using only rotations will look the same at any size), but position/offset does not, as a 1 stud offset up will always be 1 stud for that animation, even if the parts it’s attached to are twice as big, or half the size.

AFAIK there is no way around this, you’ll just have to manually fix the animation for the smaller rigs. It would be possible to script a plugin that does this automatically, but I don’t think one currently exists.

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Alright, thanks for the answer