Having multiple FAC accessories on a rig distorts an animation

For the following months, my team and I were attempting to create Roblox customization with the use of dynamic heads. This customization system allows you to alter your eye, mouth and nose appearance. Each set of eyes and mouths have different animation data which I believe to be the issue. When you mismatch faces with different animations, the face begins to distort.


Gyazo Link (Just incase video doesn’t work): https://gyazo.com/f91bc2684172a1611523fb496c1c1757

In the video, you can see that the reason I gave “Head_Eye” its own FAC is due to it having different animation data than the rest of the animation. This can be foreseen with how the previous animation data clashes with the blinking animation, causing the eye to not fully close. However, when the extra FAC was added, although the blinking was fixed, the jaw began to distort.

Expected behavior

My goal was for the animation to sync despite having different animation data.

Note: The reason why this file works is caused by all the face parts having the same animation DATA.
Gyazo Link (Just in case video doesn’t work): https://gyazo.com/4bbac553b068d2efeb54f194a3a9127f

As you can see, the blinking animates properly closes, and the jaw isn’t overly expressive.

A private message is associated with this bug report

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It seems Skinned EditableMeshes would work well for this use case when they release: keep on the lookout for it.