I’ve been trying several rigging attempts to no avail. It’s not that it’s not animateable, but the animations break when you’re using an actual character’s animation. I’ve tried to make everything a 1-to-1 to a normal Roblox rig, but I’m not sure what to do.
The body parts are oriented to the wrong side.
I’m confused mostly about the torso as it does make quite a lot of movement versus the rigged animation.
Right, okay. I need to figure what that means exactly. I’m not very technical when it comes to Motor6D. I know this may sound very dumb but I’ve never really gotten to it. I’ll try figuring it out though. Thanks.
Update, I found what I’m looking for. I’m trying to copy the same properties as the normal Roblox rig.
It probably would though I really would love to have one universal animation so I won’t have to redo animations all over again. Mind you, there’s not just one. I’m trying to avoid that. I’m also trying to future-proof it as well incase I’d ever make it into a bundle.
Hmm, personally, I’m out of ideas. Is your rig just basically a sized down R6 with a blocky head? Someone with better knowledge might know what’s wrong, but I don’t. I assume it might be related to the limb’s properties now.
The rig is inspired by the old brick avatar from the old Rig Builder. It’s a bevelled version of it you could say. I’ve tried replicating the same properties as much as I could though I don’t know why it’s being so difficult.
Couldn’t you set aside the rig you have for now and try cloning the motor6ds from a regular rigs to a copy of yours, changing the Part0 and Part1 accordingly? From there, you could just adjust the position a bit after. Afterall, it is basically the same.
It was moving it’s limbs in a weird way. In the sense of, as I was setting the Part0 and Part1 in each attachment, the rig was getting ‘rebuilt’ differently. Now, I could have probably repositioned it to my liking now that I think of it. I’ll try again, I’ll update you with the results.