Keep Character Upright on Death

I want my skinned mesh avatar to have a custom death animation, however the Dead humanoid state caused the character to slightly sink into the ground and allows them to fall over (like the fallingdown state). This behavior is obviously not ideal when using an animation for death. I need a way to overwrite what changes the Dead state applies to the humanoid.

“Disable the Dead state”
This messes up quite a lot of things in my game and causes the character to not despawn. I would have to do a lot of stuff manually which to be honest I just don’t feel like doing.
“Make custom health system”
I’d rather not do this lol

I’ve tried using AlignOrientation, and while this does correct the character’s orientation to not fall over when the humanoid is alive, it does not fix the sinking into the ground issue and also doesn’t even correct the character to be upright when they die… for whatever reason.

I also have obviously tried disabling the Dead state, both before and after the character dies, and then setting the state to something else like Running. These do not work for the reasons listed above.

Any help would be much appreciated!

1 Like

You can just disable the .BreakJointsOnDeath property of a Humanoid
And then when you want to load the character, just use :LoadCharacter() on a player

1 Like

BreakJointsOnDeath is already disabled. In the post I stated the character is a skinned mesh rig, not a default avatar.

1 Like

Force PlayformStand to false, AutoRotate to true, and HipHeight to your characters hip height upon death would be my first thoughts while looking at the humanoid properties

Doesn’t help with my issue. None of these properties do anything to solve the problem. I am pretty sure HipHeight is disregarded when the player dies with skinned mesh characters from my testing

I think you’re gonna have to bite the bullet with custom health system lol
won’t be that bad

2 Likes

perhaps you can calculate when a player will drop below 0 hp and play the animation before destroying them?

I found that if once the character dies, you repeatedly set the humanoid state to “landing” on the client and you disable the dead state on the server and set it to landing once on the server, it will produce the behavior I want. This is a very hacky and stupid solution to what should be a very simple workaround.

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.