So im too lazy to create a billion different idle animations for each rig (not humanoid) and i got an idea to just pose them. i know anchoring while animation works on humanoids for posing but i didnt get the result i was expecting with the animation controller. The problem is i CANNOT pose it how much i try.
Shortly here is my problem; I am trying to pose my custom characters (Not Humanoid) but i cant.
I tried these so far;
- Creating a script inside the Rig to Pose via script
- Creating a CUSTOM PLUGIN JUST FOR THIS (which didnt worked)
- Trying to anchor it ofc
- Trying to pose it in studio and not the animator
and none of these worked
The solution looks like creating an animation for every single different rig and applying it via script. I Definitely need an easier solution for this
Hello! You don’t actually need to create thousands of unique animation assets for every non-humanoid rig. Here are the two most clean and standard ways to achieve static posing without heavy animation overhead:
Method 1: Direct Motor6D Manipulation (No Animations Required)
If you just need a static pose without playing clip animations, you don’t need AnimationController or .rbxmx animation assets at all. Non-humanoid rigs rely on Motor6D joints. You can manipulate the pose directly in code by altering the C0 offset of the target joints:
-- Example: Adjusting a joint's angle/position programmatically
local joint = rig:FindFirstChild("MyMotor6DJoint", true)
if joint then
-- Apply local offset for the pose (position + rotation)
joint.C0 = CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(45), 0, 0)
end
i understood nothing out of this
How is that related to animation controller?
Are you trying to make quick thumbnail or something?
Is it rigid, bone or mixed rig?
The point is that you don’t need an AnimationController if you are just posing things statically. Manipulating the Motor6D C0 directly bypasses the need for any animation assets or controllers entirely, which is what the previous post was trying to show.
i am thinking to implement the mechanic first and make the animations after. i rather work for 1 hour for the animations than working 10 hours to come up with a different solution. first of all the problem is not the rig. the problem is ‘posing’ only works on humanoids and I CANT POSE my non-humanoid rigs. it doesnt even make any sense. they both work the same but while humanoid gets posed, non-humanoid rigs cant. i searched up everywhere. i even tried using ai (which i HATE) but no. not a single solution
The reason it feels like posing only works on Humanoids is because you’re likely relying on the built-in Studio tools that are hardcoded to look for a Humanoid. If you use an AnimationController, you still have Motor6Ds, so you can just manually rotate the joints in the properties window or via script like the previous person suggested. It works exactly the same way; you’re just looking for a specific ‘Pose’ feature that doesn’t exist for non-humanoids.