Floating Animation with Proper Hip Placement

I have an animation that plays correctly during the AnimationEditor and before exporting, but when the model is placed in game and during the actual gaming experience, the model looks like it’s floating, as if the hip placement isn’t correct. The model is a MeshPart rigged with Bones. Attached I have a video of the incorrect animation playing, then later in the video is the animation in the AnimationEditor of how it’s supposed to look. Anyone know the solution? I’ve tried looking through other threads that have the same issue but there’s never any solution posted.

other things I’ve tried:

Gone into blender and tried readjusting the origin
Set the humanoidrootpart at hip level and anchored and welded

2 Likes

Bumping the topic in hopes of a response!

Maybe model’s animation moves limbs lover than its Physical hitbox?
Playing animation doesnt change collider; Lower HipHeight value in a humanoid could work.Otherwise its a problem of animation.Does SelectionBox has contact with the ground?

I’m not using a Humanoid, just an AnimationController. I believe it does have contact with the ground but the model itself is set to CanCollide = false, and the root part is welded to an invisible base part for game and coordinate purposes.

Can you insert SelectionBox inside the mesh and send a screenshot?
To see if model does touch the ground or no?
And please send screenshot when you are playtesting the game to see the position properly

Here’s the screenshot of the game, but you can’t really see it from this angle.

Here’s an angle from the front, where it definitely touches the ground. Does this mean its an issue with the animation itself?

Probably problem with animation likely.

Humanoid has a HipHeight property, maybe this could help?
Very cool models btw