No. If you look in the original post you’ll see the animation performed on two grey dummies, I think the animation is much clearer there so you get the picture. Which is why in the original post I ask if maybe this specific animation is just not feasible because of the position their bodies end up in
EDIT: I should probably also mention that I really do not care how they flip or turn once they are launched, that’s perfectly fine. As long as I can fix that weird little teleport/flip right before they launch I’m a happy camper
Okay I gave it a day and I still am not sure how I should go about this. I know exactly what you’re talking about, and the concept makes sense, but I’m just thinking how I could actually launch the character in a way that still puts them in the correct position for the second attack? Like I could apply a velocity to their body like the regular jumping does, but then how could I guarantee they come back down in the right spot and at the right time to be hit and launched away at the end of the animation? I’m kind of stumped
To be honest, I’m not too sure about that either. Perhaps applying a constraint of some sort on the way down could serve as like a magnet to bring the target back to where they should be. In truth, if you design your whole system around not using predefined locations, this won’t be an issue. As long as it’s somewhere pretty close to where the target should be after they come back down, it’s just a matter of launching them from that position. This means that launching two different people from the same position might not put them exactly in the same place, but it should be close enough not to matter.
Guess I have to go look up what constraints are now lmao. I might just give up on this animation and make something different it’s just causing so many headaches. Thank you for your help though
You should probably just make a simpler knockback animation.
The problem you’re facing is as you said; the HumanoidRootPart does not move during the animation which causes the disruption between where the character was before and after the animation since the LowerTorso is in a different position.
Solutions I can think of are:
Setting the HumanoidRootPart.CFrame to the same as LowerTorso.CFrame (with an offset) after the animation has ended.
(Worst way) Setting the HumanoidRootPart.CFrame to where the animation would have ended, then recreating the entire animation but from that weird perspective.
(Best way) Remake the animation so the start and end position of the LowerTorso is in the same place.