Is there a way to fix humanoid automatically righting itself upward?

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  1. I’d like to know if it’s possible, and/or easy, to have a humanoid not fix its orientation when you rotate it?

I thought about permanently making the player sit, and rotate you during that, but if you press space even once (even if jumppower/height = 0) you get unsat, so that’s a no-go. The only other way I can think of is making your own player controller, but that seems like too much of a hassle just to flip upside down.

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Rotate the m6d.C0 (Motor6D) cframe that connects the hrp and torso

I can think 0 ways to tell the humanoid to hold the HRP at an angle.

what about just using an animation that would position the player horizontally?

It’s gonna be in first person, and I want it to rotate more dynamically, so that’s a no go.

Edit: I forgot to mention what this is even for. It’s a game where you use a jetpack in space, basically.

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the only other thing i could thing of is using CFrames

I was trying CFrames with the jetpack this morning but I couldn’t get much rotation out of it because the Humanoid doesn’t like being flipped over and tries to right itself (Which is why I ended up making this.) As I’m writing this I’m testing what hkep said regarding the motor6Ds.

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try something like this in a local script


local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local rootPart = character:WaitForChild("HumanoidRootPart")

humanoid.AutoRotate = false

humanoid.StateChanged:Connect(function(_, newState)
	if newState == Enum.HumanoidStateType.GettingUp then
		humanoid:ChangeState(Enum.HumanoidStateType.Physics)
	end
end)

I think you can also turn of humanoid states

I tested your method and it didn’t seem to work (as shown in the first video) (The script was placed in StarterCharacterScripts as that’s where I assumed it to be.)

More-over, hkep’s method did work, so I’m going to mark it as solved. (Seen in the second video.)

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