Model slightly shaking (BodyMovers)

Here is a snippet of the script;

table.insert(stands, #stands + 1, {humanoidRootPart, bodyPosition, bodyGyro, humanoid})

RunService.Heartbeat:Connect(function()
	for i,v in pairs(...) do
		if v[4]:GetState() == Enum.HumanoidStateType.Running or v[4]:GetState() == Enum.HumanoidStateType.RunningNoPhysics then
			v[2].Position = (v[1].CFrame * CFrame.new(2, 2, 3)).Position
			v[3].CFrame = v[1].CFrame
		end
	end
end)

Can I ask why don’t you just animate the stand’s idle instead? Using the stand’s lower torso to reposition it.

I have worked on this type of stuff before, and I can assure you it’s way better.

1 Like

The stand’s lower torso, you can use it to reposition it behind the user (I assume you welded their roots together?)

No don’t use humanoidrootpart, it’s not supposed to be animated.

1 Like

Just by animating the stand’s lower torso.

1 Like

Oh, that’s a good way to do it too, I think.

I’m using a bodyPosition so it actually is a bit behind when the player walks so it’s more realistic.
I didn’t weld anything.

I can see why you’d do that, but you could also animate a stand “levitating forward” effect, so it wouldn’t feel too rigid.

1 Like