Limb on a rig is constantly teleporting back and forth to a position depending on its Motor6d offset

Hello!
I am having issues with an animation on Roblox. I have tested it in both studio and in game. Right now my issue is a limb on a rig is constantly teleporting back and forth to a position depending on its Motor6d offset. I have separated the rig from the game entirely and put it into a blank baseplate, yet the issue still consists. I am fairly certain this is a bug. I took a break from working on this project for a good while, almost a year ago, and this was not an issue then. I only recently picked this project back up and this started occurring.

Here is an image of the rig:

Here are two videos of what the animations are supposed to look like:


Here is a video of the bug:

And if necessary, here is the script I use to animate when the game is active (which can be found in the baseplate I will send a copy of):

local Elevator = script.Parent
local AnimationsFolder = Elevator:WaitForChild("Animations")

local AnimationController = Elevator:WaitForChild("AnimationController")
local Animator = AnimationController:WaitForChild("Animator")

local ElevatorDoorOpen = game:GetService("ReplicatedStorage"):WaitForChild("Values"):WaitForChild("ElevatorDoorOpen")

--Animaions
local Open = Animator:LoadAnimation(AnimationsFolder:WaitForChild("Open"))
local Close = Animator:LoadAnimation(AnimationsFolder:WaitForChild("Close"))

Close.Looped = false
Close.Priority = Enum.AnimationPriority.Action4
Close:AdjustWeight(1)
Open:GetMarkerReachedSignal("Pause"):Connect(function()
	Close:AdjustSpeed(1)
	Open:AdjustSpeed(0)
end)

Close:GetMarkerReachedSignal("Pause"):Connect(function()
	Close:AdjustSpeed(0)
	Open:AdjustSpeed(1)
end)


ElevatorDoorOpen.Changed:Connect(function()
	if ElevatorDoorOpen.Value == true then
		Close:Stop()
		Open:Play()
	else
		Close:Play()
		Open:Stop()
	end
end)

Here are the two animationIDs that are used for the elevator:
Close: rbxassetid://15921225462
Open: rbxassetid://15921257299

Finally, here is a copy of the baseplate itself that I am using which everything listed can be found in:
Bug.rbxl (350.6 KB)

2 Likes

When attempting to reproduce this issue, I am unable to load the required animations. Can you double check that the asset ids are correct?

This might be the animation asset privacy (you can’t share animations across different users )

@Czichi Could you include the key frame sequences in the repro file? Then the animations can be re-uploaded.

Apologies for the late reply. I have edited the original post with an updated version of the place. The KeyframeSequences should be under “KeyframeSequences” in Replicated Storage. Let me know if there is anything else I can help with!

1 Like

I am no longer seeing this issue when testing in studio (version 615). Can you confirm that this is the case for you as well?

As a side note, is there a reason you prefer animation for this setup rather than rigging up the door with constraints and using the physics system? Given the complexity of the animation you defined, it seems like the physics-based setup would be easier so I’d like to hear your perspective. Thanks.

Apologies for yet another late reply. I am still able to replicate the same issue on my end.

As for your question, the reason behind my use of animation is due to personal preference. I have little experience with constraints and using animation has always given me the exact results I look for.

1 Like

@Czichi I had some problems with the Rig in the file you originally attached. In order to get everything working with the Animation editor, I renamed some things and managed to recreate your animation using the keyframe sequences you provided. With this reworked file, I’m not seeing the issue. Can you see if you still see the problem with the attached file? Thanks.
Animation-GlitchBug-Renaming.rbxl (603.6 KB)

It works perfectly, thank you so much! I notice that when I go back into my original file I attached, the problem still persists. Was it simply an issue with names of the parts and/or joints?

I suspect so but don’t know for sure. I think the naming requirements for animation (at least with the animation editor) has changed over time so its possible that we fixed a bug or introduced new behavior that required these changes.

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