How do you properly lock two players in a finisher animation?

I’m looking to add a finisher animation into my game, where player 1 and player 2 are locked in an animation together. Currently I simply anchor both of their HumanoidRootParts and set their CFrames relative to each other.

The forementioned method worked great with test dummies, however in practice against players with clients that try to move, it often leaves you offset if both people are moving quickly. Another problem is that players using shiftlock can rotate themselves within the animation, which doesn’t look correct.

I’ve tried continuously updating the players’ CFrames to ensure that they’re locked in the position, but they still get misaligned. I have no idea how one would go about stopping rotation via shiftlock in an animation.

If anyone knows how I should go about this, it would be a big help. Thanks!

I believe if you just set the mouse lock Boolean false under the player. It might still show the cursor but that should work.

i think the best method you could go about to fix this is rather than actually using the players characters in the animation, create 2 dummy clones in the same position of the 2 players that do the animation, and copy each players humanoid description of both players onto those dummies, and when the animation is done, remove the dummies and put the players into the respective positions of where the dummies ended their animations on. This might not exactly be the best method of doing this, but its what im thinking could be a solution.

I was considering this, though I’m not sure how practical it would be. Might be something I try if nothing else works.

so basically you use a weld on humanoidrootpart1 and make weld P2 the humanoidrootpart2 then anchor humanoidrootpart1, thats what i did

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so welds will stop the client position interference?

yes because if you set the position every frame you can easily get timing errors, meanwhile welds replicate to server and client

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