Help with making ledge climbing less janky

Hi all, I’m just here to ask a quick question.

This is currently the result of my script’s ledge detection, which executes an animation to bring the player above the ledge. However, in this video:

…A few issues arise. One, being the janky camera movement due to the humanoid root part not moving (I had to screw around trying to replicate root motion), and two, the animation is clearly not touching the ground lol - the animation simply plays if it detects a ledge, not if the ledge is high or low.
image

I’m wondering if there’s a solution to both issues, something like setting the character cframe down basing it off the detected part(???) It would greatly help if there is!

The more important one is the janky camera after the animation finishes (Since I teleport the player to the end of the anim to simulate root motion)

You can detect the ledges size by putting an invisible ledge part that is the size of the cliff, and skip the animation to the part where you go up once you are at the ledge

why are you trying to use root motion for this.
you’re not meant to use root motion for things like this unless the games combat, parkour and movement system are extremely realistic or slow paced.

it’s a lot better to just impulse the player up and play a short animation conveying the motion of climbing up an edge. this way its gonna be a lot smoother and feel better in gameplay.

if you really want to make it root motion, and at the same time not working on this for a week as implementing proper root motion isn’t easy. you can always assume the player will be at a certain position after climbing up a ledge. at this position you’d raycast down to position the player that it aligns with the animation.
I DO NOT RECOMMEND DOING THIS. it breaks pace and if anything is more janky (since you’re using cframes, not physics) than having a simple impulse.

look at how deepwoken, rune slayer or sinborne makes their ledge vaulting.

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Funnily enough, my original code was to impulse the player up - I just couldn’t manage to get it looking good enough, but I’ll try again then and change the anim; thanks!

Try tweening the hrp up! And make the animation not have any vertical torso movement

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