I’ve searched the forum but I didn’t find anything that involved my specific issue.
If I missed a post that resolved the same problem, please l ink it.
" This is a newer version of the post, replies 1-14 are no longer the solution "
Also, make sure to make the character’s limbs positioned in the same way a regular Roblox R6 rig’s limbs are positioned. (Arms are flat against the torso.)
This is tricky, I’m also on a relatively basic coding level.
Maybe the Motor6D’s are named incorrectly?
Try spawning an R6 rig with the base Roblox rig spawner, and comparing your StarterCharacter’s joints, arms, and humanoid and remove differences; make them the same.
It animates correctly.
However, you have to adjust the Motor6D’s to point the right direction, because as of now he just does a little dance when he walks.
You also have to switch the default animations with your own.
Can I ask how you fixed this issue of not being able to jump?
I assumed the issue would be the HipHeight being too low on the Humanoid initially, but I could be wrong. Knowing would help those who stumble upon the thread here. It’d also help me know of other issues/solutions like this. Thanks!
I can’t speak completely for them, but after looking at the .rbxm file, I am most certain it is just the naming issues. Just look inside the Animate script, and all the correct names should be shown in the first few lines.
I mean, that’s what we talked about in the thread above.
It’s important to understand the two CFrames of Motor6D’s.
BUT
It is so much easier to use a PLUG-IN! I use this one: https://create.roblox.com/store/asset/2908380847/Rig-Editor
There are others that are just as good, however this one is verified.
This editor automatically makes Motor6D’s, and I’m pretty sure it also aligns them so it rotates like an arm.
You can also edit rigs, with more detail, if it doesn’t work. However, if you are gonna use the plugin, I would recommend deleting the Motor6D’s and restarting them.
If you REALLY don’t want to use the plug-in, then spawn in an R6 rig and duplicate the Motor6D’s inside of the rig, into your custom one. Make sure to edit the Part0 and Part1 values. That’s how I would do it, as it would align as a regular arm, but the alignments may be off for a custom rig, so tweak it if it doesn’t work.
Actually I’ve been using Rig Editor from the start, but I’ll keep trying things. Thanks for all the Help!
Once I’ve gotten the rig working I’ll summarize (or if you would prefer to summarize yourself that’s fine) all of your replies and mark it as the answer.
I tried making my own StarterCharacter using my own advice this morning - didn’t work either. I even moved the Motor6D’s to the proper position, and it didn’t animate. I’ll look at your StarterCharacter when I get back, and look at a few (hopefully helpful) tutorials about these things. Maybe I can just port your character’s custom parts to a default rig?
Also, how do I export an .rbxm file?
Switching to R15 requires Mesh’s from what I’m seeing; (Comparing R15 rig to your StarterCharacter.) I think that’s for layered clothing though - so don’t worry about that. HOWEVER, the principles for R15 and R6 completely change. R15 has Motor6D’s in EVERY limb, connecting to their respective limb. (Ex. LowerArm connects to UpperArm)
It’s gonna be very meticulous, but you have to add a Motor6d for everything. Use an R15 rig, and duplicate their motors into your own - you can edit the positions later with your Rig Editor. Sadly, there’s still no quick way to get this all done, and it all seems to loop back to just comparing and duplicating the default Roblox rigs.