Before, the RootPart was significantly lower. I used that height for everything, like placing the player on a platform at the right height so the legs don’t clip into the ground. You can see how the RootPart change has caused an issue, since now the legs clip into the ground. I resolved that issue by changing the height of the Root joint in the LowerTorso to mimic the unchanged version.
While testing to find other issues, I discovered that forms that change the BodyHeightScale were also going to be problematic, since they’d undo my Root joint change (or the joint wouldn’t be tall enough to have the legs touch the ground at the right height. So I added a .Changed for the BodyHeightScale and/or the RootPart itself. Which fixed things, aside from how the transformations are no longer smooth. They now have a choppy camera ‘jolt/teleport’ to them. Shown here: https://gyazo.com/044d9b7d06813630e1de2c733e85d8d2
You can see in the gif that (AutomaticScalingEnabled) causes the RootPart to be placed on the chest then set down to the mimic height. I’m stuck on this, and I can’t think of any more solutions.
I Was pretty upset aswell about this change which no one was informed about, but turns out it’s now on a more logic placement and will probably fix Rthro chars in certain game,
Unfortunately, it is more likely that you’ll have to change everything based on the new height, i really don’t feels like they’ll ever revert to the old position now that the new one seems finally “accurate”
Apologies for late notice of this change. I have posted some details here:
The new HumanoidRootPart positioning should be easier to work with for things like character positioning as the HipHeight will now accurately reflect the length of the legs of the character.
I’d assume that the only way to accurately fix this issue is to create a StarterCharacter that mimics the old positioning of the HumanoidRootPart, but at the cost of also having to update the character’s appearance and such yourself. If you add a StarterCharacter, it should override this behaviour.
That might not do much though, seeing as the Humanoid scaling mechanic is internal and might undo even a StarterCharacter HumanoidRootPart change. Worst case scenario, there’s nothing that can be done and you’ll have to completely rework anything having to do with characters to fit the new behaviours of HumanoidRootPart (which would be an honest shame, especially if you have a lot done already that’s root-dependent).