Not sure if anyone’s else done this or not, but I’ve noticed that a rig with more then the R15 specific bones the Dynamic head does not work properly. Because the bones for the facial rig are converted into numerical data they dissolve and the child bone “Dynamic Head” is missing which obviously makes it so the dynamic head bone that it be missing doesn’t follow the head bone so what you get is only the left over head bone and the face rig just completely static and still.
The main reason I’m doing this is for adaptive animations problem is when using more then the specified bones Roblox has all the bones laid out into the root part, which I’m not sure if there is a way to fix that currently or something that’s completely impossible to fix no matter what you do unless you follow the default R15 hierarchy.
Expected behavior
The dynamic head bone should still be relevant even without the standard R15 hierarchy. It should follow the head bone, and when rotating the head the dynamic head bone rotates with it as well as the bones that were converted to a Face Controller.
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