Issue with Motor6D and Animation Markers while using Moon Animator

I have two problems with trying to set up an animation for the intro cut scene to a game. The first is that certain meshes aren’t playing their animations in-game but behave as expected when played in Moon Animator. The character is holding some objects (attached with a Motor6D to the hand, not tools) that are supposed to be thrown/moved around but their animations only show up when played via Moon Animator in Studio. The second issue is that the animation markers are firing after they’re supposed to.

Here are screen capture videos of the expected vs. actual animations. The screen capture is a little laggy so please ignore the jittery aspects of the animations. They were too big to upload directly so they’re on YouTube.

Expected behavior:
Expected Behavior from Moon Animator

Actual (how it shows up when triggered in-game):
Actual Animation In-Game

See how the bone and other handheld items are different?

I’ve read about Motor6D on the dev hub, but it’s hard to say since Moon Animator is a third-party plug-in. I’ve watched a lot of YouTube and read many other dev forum posts about Moon Animator but haven’t been able to figure out a solution. Disabling the Motor6D attaching the bone to the right hand of the character did get the bone to move, but it’s still having issues.

Tools have their own quirks when it comes to animation, but do you think that could be a viable alternative for a cut scene?

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