Hey, so the main issue is: I’ve made a monster (which is a single mesh part). And I made his root part the mesh part as well. Btw his bones are stored in his mesh as well.
All of the walking/sprinting/slashing animations work, but when I try to use the knocked-out animation (Basically him just lying on the floor). He decides to lie down in the air. In the animation editor, everything looks fine. But in game, he’s sleeping in the air.
There’s no script obstructing his movement. The animation is: Action
I believe it has something to do with the Humanoid Root Part being the meshpart which holds all the bones. But I’m not sure what exactly is going wrong.
I tried playing around with making a different humanoidRootPart and sticking it to him (Didn’t do much), as well as didn’t let him move.
Ty for help in advance )
P.S. Sorry for not making a reference photo (Isn’t mine so I’m not sure if I can post it)
Don’t know if this will help, but have you tried unanchoring the model/mesh?
I think the problem is that the animation is rotating around a unanchored part. Maybe the Root Part.
I don’t know if the humanoid needs an anchored part (to not lay flat on the ground), but if it needs one, you can try adding the Root Part to the animation
For my badly done animals in Monkey Poop, I learnt that the HRP needed to be a separate unanchored part, to which the body was aligned. Then used RigEdit Plus to weld the HRP to Body and attach posable limbs
Yeah, so I tried doing that. And it somewhat worked (the animation actually moved). But now all the animations are broken. When the player moves all of his body shifts to the movement (
(So it’s super funky and the mesh part is flying all over the screen when you move)
Is it possible that it breaks because I’m for looping through the player character deleting everything and then for looping to add the monster (char) to him?
Would that break the bone / animation behavior?
I have never made a custom character like you are describing, but the process you are using sounds destructive. I’ve just never heard of it done that way. I found the following article which might provide more help: