Hello, while doing animations i’ve found myself stuck in a problem that i don’t know if its a bug or not, the problem is that when playing an animation the collision or the meshpart CFrame doesn’t change, i believe this happens because im using bones as i made an animation using motor6D’s and the problem didn’t happen.
Here is what the gun body for example looks like in the animation and in its collision
the gun CFrame only changes when i also update the viewmodel CFrame, i need to be able to get the muzzle position wheter it comes from a part or an attachment, i’ve tried all of those and all of them use the position the gun is in “rest pose”
As i said, i believe this problem originates from using bones instead of motor6D’s, i will try to make a basic animation with motor6D’s just to make sure the problem is indeed due to the bones, but for now i just would like to know if someone else has encountered this problem or has any solution to it, it could maybe be caused by something on my end however i have no idea of what it could be.
Why are you using bones to move the entire gun? and yes the “model” cframe not changing is due to you just updating the bone’s position. What you could do is attach the whole gun using an Weld or Motor6d whatever you prefer then animate the reloading(not really that well versed when it comes to animation but i assume they have guns in separate parts to animate them idk) with bones etc.
Im animating in blender and having a bone to move the entire gun is needed to connect it to the rig because my viewmodel is also in blender , if i was animating in roblox (which i will do if i can’t find any solution) sure i will use motor6D’s instead of bones.
i do have the gun separated in different parts and connected with motor6D’s or weld constraints.
This is my gun setup in case someone finds it relevant to the post
After thinking about it i came up with a theory on how to make it work, using the attatchment worldposition and somehow add it to the attatchment offset from the animation, i went over to the developer wiki bone page and saw Bone.TransformedWorldCFrame which is exactly what i needed. I will mark it as solution in case someone has the same question someday.
I’m currently facing the same issue animating objects in Maya.
I’m creating a complex airship vehicle which is moving in the space and its children propellers are relatively rotating around their Y axis while keeping the pace with the movement of the father.
I cannot solve that via script since the latency would offset the different components.
I solved that by animating everything in Maya but I noticed the same problem as your. Can you please share your solution?
Here a simple example of a moving platform, from which you can notice that physics does not apply to the mesh being animated on the bone.