This is something that all depends on the animation’s speed and your character’s overall size. This is something that affects all games using the default Roblox sound system and animation system. 1.85 is perfect for the default scales, but it should be adjusted accordingly when the animation is sped up or slowed down
I’m using the default Humanoid.WalkSpeed, that’s 16.
I’m using a default character.
That’s why I opened this bug report, about the default.
But you could send a video with other character sizes to compare the animations and sounds. But all with the default Humanoid.WalkSpeed, ok?
Do you have them all set for this? These are the defaults and it seems to be synced up on my end with these scales. If there are any changes to these scales, the animation is desynced. Roblox’s default animation script changes the speed depending on the scale of the avatar as shown here:
function getHeightScale()
if Humanoid then
if not Humanoid.AutomaticScalingEnabled then
return 1
end
local scale = Humanoid.HipHeight / HumanoidHipHeight
if not AnimationSpeedDampeningObject then
AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
end
if AnimationSpeedDampeningObject then
scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight
end
return scale
end
return 1
end
Maybe this could be implemented in the animation script as well for movement.
It doesn’t seem like this is necessarily a bug but more like a request for improvement. Also the thread above is much more broad in terms of what should be addressed. (your suggested solution is not an across-the-board solution)
Hi, we recognize this as an issue. The inability to perfectly sync footsteps sounds for all Roblox characters is a limitation of the current character animation system - changing the playback speed won’t improve it. As it’s not a bug, please bring attention to this in the Feature Requests category. Thanks!