Very annoying movement bob as it moves to each pathfinding node. Not sure if there’s really a workaround, any ideas??
Thanks.
Very annoying movement bob as it moves to each pathfinding node. Not sure if there’s really a workaround, any ideas??
Thanks.
You can try using hip height if your NPC has a humanoid inside it.
Go to 10:20 on this video to see what I mean, hope it helps.
Unfortunately, this seems to be a really sucky design issue with Humanoids directly. That didn’t do anything
Does anyone know a workaround?? This is quite annoying, and since pathfinding generates many nodes to travel to, I don’t know how this is fixable…
Maybe I’m blind but I can’t quite see the “bobbing” you’re referring to? Do you mean any type of delay when the npc moves to a new node or are you talking about that brief moment where the right leg (from the players POV) clipped into the ground?
It’s that little vertical up/down bobbing that happens very erratically.
Sorry for the late reply, had to work overtime.
I personally never encountered the bobbing issue you mentioned and I still can’t see the issue as I don’t know the proper way the npc should be moving. So from my perspective it looks fine as I don’t know the correct way its supposed to walk.
However, I suggest you check the properties of any basepart in the model. Try toggling the massless property and/or adjusting the CustomPhysicalProperties if you have that enabled. Also as MonkeyInc mentioned you should try adjusting the hip height and any other humanoid properties that could be interfering with the npc’s movement.
Also try checking the actual animations and rig setup. Are you sure that you didn’t accidently animate the npc’s rootpart in a couple of frames (causing it to do the random bobbing down then snapping back to the original position)? Is the rig properly setup? Are there any collisions on parts that don’t really need it?
If you still can’t fix the issue the only other alternative would be to ditch the humanoid system all together. Preferably handling all visuals on the client (should also do this even if you’re using humanoids, assuming you aren’t already). You could then use an AnimationController to load and play animations on the rig. You can still use pathfinding and simply tween/cframe the npc from node to node. This does mean you would also have replicate all the features that humanoids provide such as health, speed, and jumping (depending on which ones you need). It shouldn’t be that hard to do, just a little tedious but performance wise this method would be a lot better then using an actual humanoid because it ditches all that excess humanoid junk that you might not need (such as the different states, etc).
Anyway, hopefully this helps in some way. So far the creepy man child looks great! Goodluck!