Some animations have the ability to take you off the ground for extended periods of time, or perform other physically impossible things. How does the physics system respond to such animations? Do things like the touched property work based on animated positions? I know after you play an animation you snap back to the original position. Does the engine view your movement during that period before the snapback any differently? In what ways?
Honestly got no idea, interesting question though.
From what I can determine, the character physics are based around the root HumanoidRootPart. This is the core of the character rig and is never affected in transform by an Animation. When a model has a Humanoid added, the game engine will perform physics checks per-frame for that character and keep it hovering off of the ground at a distance determined by its HipHeight. This property is set so that the character appears to be standing with feet planted on the ground.
So, when players have animations that lift them off the ground, it’s only visual as the HumanoidRootPart is still correctly positioned above the ground. However, the character’s Torso and Head have physics collisions enabled, so if the animation causes the character to interact with the ground (e.g. rolling forwards) then the body will react accordingly and bump upwards.
As far as I’m aware, when animations finish offset far from the origin point, causing the character to snap back, the momentum of the character is unaffected assuming the character is standing still and not impacting any other geometry, but they may gain impact velocity if they hit up against a wall.
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