I have made a custom type of rig just to test if I can make custom rigs or not and all seems well except the fact that my character can push over the rig. When I import an R6 or R15 rig from the rig importer I am not able to push over the rig, which is what I want to achieve.
No I have ethernet and my internet is above average I’d say, plus when real players are knocked over due to ping issues they are usually stood back up instead of staying fallen. Which in my case the rig stays fallen over instead of getting back up.
okay maybe it’s not your internet, could it be your models being too light or you being too powerful?
when I mean your models are too light, your model’s part mass is really low (like 30 ish), and therefore able to be knocked over by players/characters.
I increased the mass and it doesn’t move around as much but it still does not act as a normal rig, when the MoveTo() function is called on its humanoid it does not move.
Here is the model with all of its parts, welds, and motor6ds. I also reverted the mass back to default because after looking at a working r15/r6 rig the mass is default and they work perfectly as they should. Also to clear things up I don’t care if the player can push the rig, I just want the rig to be able to stand upright as if it was an actual player’s character. Which means as the rig is pushed around the rig doesn’t fall over like shown in my first video.
For example, in studio, I can do these steps to create a model that works properly:
Create a Model
Create a part parented to the model
Name the part HumanoidRootPart
Add a Humanoid to the model
And with just those steps in playtest that stands up as expected.
I would first verify that the problem is the root part by play testing, switching to server view, and seeing if the Humanoid’s .RootPart property is empty/nil.
Perhaps try deleting the humanoid and inserting another one also, maybe you have some weird properties set.