Motor 6D Rig Problem

When I unanchor his baseparts, he loses his proper position and rotation completely.

When I delete all of his motor 6d’s and use rigedit lite to put him together, then unanchor him, he stays put together, but he sinks into the ground and cannot move.

I don’t know what I should do. Someone please help. Thank you!

If he’s a Humanoid-based Model, check that his Humanoid.HipHeight is being set correctly. If it’s wrong, and you see it changing to something wrong every time you spawn the character (even if you set the value yourself in the property panel), there may be something unconventional in the structure that is making the automatic HipHeight calculation fail. In this case, it’s usually fixable by setting Humanoid.AutomaticScalingEnabled = false and then manually setting HipHeight. When this property is false, Roblox does not recalculate HipHeight.

The downside of disabling this property is that body scalers can no longer be used (e.g. BodyHeightValue, etc. you normally find parented to the Humanoid in standard avatar). If you need this scalability, the only option to make sure your character’s structure exactly matches a standard R15 avatar, especially the placement and size of the HumanoidRootPart and the location of all of the Motor6D joints. If the root part is at his feet, or something like that, HipHeight will always be calculated wrong.

1 Like

I have the gun welded with weld constraints. The character also welded with weld constraints. Now if I try to put the two together, it stops working completely. I don’t know what to do.

Cratus The Warlord Guardian.rbxm (31.1 KB)

Submitting this here for now. If I don’t get a response within a reasonable time I will just submit it as a bug report and explain it like I did here that it’s not working when the gun and the character are welded together. They work separately though. Someone needs to figure out why this is happening. Basic tasks shouldn’t turn into absolute monsters like this.

You can’t have WeldConstraints in a character you expect to animate, they will disable the Motor6D instances.

You shouldn’t have to do any of this manual rigging, Roblox creates all the Motor6D instances from the RigAttachments when the character is parented into the Workspace, and adding a gun means just making one extra pair of RigAttachments usually, one on the hand, one on the grip of the gun, both with the same name (which must end in “RigAttachment”, i.e. “GunRigAttachment”) unless the gun is going to be made into a Tool or Accessory, in which case all it needs is a RightGripAttachment on the Handle part (Handle part must be named “Handle”)

1 Like

I sent you the file in the hopes that you would take a look into it.

If I’m guna be honest just based off your profile and everything you look like someone I wish I had as a best friend because honestly it’s hard to find people my age that are into coding and developing cool things on Roblox.

I can only imagine how nice life is in San Mateo :slightly_smiling_face: .

I’m from New York.

Now that’s besides the point but I just had to put that in there because for everyone that thinks that we are just some kind of robot programmers… we aren’t.

We are human beings behind that screen.

I’m a 22 year old man who loves this stuff.

So with that being said, I hope maybe you can take a look at the file because when you open it in Studio you’ll see that you can’t just add an attachment to the character because it distorts the position and I’ve tried so many things already that weren’t fixing it.

Thank you so much for your help :grin: