HumanoidRootPart moving instead of torso?

So basically im animating a custom rig I made and when I rotate the torso the humanoidrootpart moves instead

Example:

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was just running into this issue and i figure out how to solve it. the humanoidrootpart needs to be as big/bigger than the torso part its connected to.

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This is not exactly the root of the problem. The problem is that HumanoidRootPart MUST have bigger MASS than the other part. If HumanoidRootPart has Massless set to true then even if it’s bigger than Torso, it will never fix the problem. So HumanoidRootPart must have Massless set to false and then have a bigger mass than Torso (To have bigger mass it has to be bigger than Torso)

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This is actually the fix, chaing the part’s material also changes the mass of the part, I’ve set my HRP to be .5x .5x .5 and the material to diamondplate, I’m now able to animate the rig correctly again.

You can also just change the RootPriority of the BasePart. You can read up on RootPriority here:

The RootPriority of the RootPart should be set to a number higher than the RootPriority of the other BaseParts in the same assembly. Parts are part of the same assembly if they have Motor6Ds, Welds, or other Attachments connecting them.

Setting the part to Massless will remove it from the comparison BasePart:GetRootPart() does for calculating the RootPart of the assembly. Do not set your RootPart to Massless.

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