The update that has just been rolled on the computer app (today) has caused Motor6D and welds to not function as expected.
My games uses these joints to animate weapons, and their C0 and C1 values are manipulated to achieve this.
The video below shows what happens with equip animation and aim animations. As you can see, the joints seem to come back to normal by going into first person view.
More strangely, the behaviour I get is not always the same when I open the Roblox App again. The video below shows another effect happening.
Expected behavior
The Motor6D/Weld should behave according to its C0 and C1 values. Entering first person should not affect the visual result.
The update does not seem to have been rolled to mobile devices, so the video below shows what happens in the same game on a mobile device:
We’re noticing the same issue in our game and have received multiple bug reports. The physics and visuals on Client keep presenting items that have separate welds to the same body part as incorrectly together until another change to one of the parts occurs (such as a visual effect welded) and it then sometimes reverts. I have received a number of bug reports and joined the game to experience myself. Even starting a new fresh server didn’t solve.
Thank you for the report. We’re looking into this.
If anyone can send a place or a model file that has this issue, that would help us reproduce this and identify the issue faster.
I’m trying to understand
Does this happen in Studio?
Is the Part CFrame actually wrong, or is it just the visual? (i.e. if you select the welded part, does the Studio selection adornment show up in the “right” location)
Happening to me too. The handles in my game work by changing the C1 of the weld found inside of accessories. Now, it has led to some really broken behavior.
In comparison, here’s a video from last night, showing them working properly.
I am also having this issue. Here’s the behavior I have noted so far: (I gathered this data using my accessory dragger system, so this info is specifically tailored towards the editing of accessory welds.)
Seemingly this only becomes a bug when two or more accessories are on my character.
Updating the accessory in any other way (even via clicking on it using the explorer) updates the C1/C0 of the weld to the correct position.
When switching from editing one AccessoryWeld to another, sometimes it will move both AccessoryWelds. My code has nothing even close to this, and checking the actual C1/C0 of the additional moving welds, shows it is purely visual and the actual C1/C0 does not change.
When checking the properties of the weld, it shows intended data, correct C0, C1, etc. It is purely visual.
So far I have only seen this be a problem when a weld is edited on the client, and infact all bugs are clientsided.
Here is a very short video showcasing the multiple welds being edited, despite me only editing one.
Are you testing with more than one player? The issue seems to be client related where one player may not see the issue on their character or another character, but other players can clearly see it exhibited. In my case, I saw them have a brief issue of two swords each previously separately welded to the UpperTorso, and then being equipped to the lower right and left arms, but both appearing to be stuck together as they had been on the upper torso and only in the one left arm until they pressed M1 for an attack animation and the two separate models righted themselves visually and then appeared welded correctly in their respective arms. They saw it and I saw it, but another player did not (mind you the code only did one weld per each separately named sword model to their respective arm, meaning it was successful and eventually displayed correctly, but there was the obvious visual bug of them temporarily appearing together; and we’ve not updated our game engine bundle the past 6 days).
This is also happening in my game with RigidConstraints:
(obviously the hat isn’t supposed to be positioned behind the character and orientated weirdly)
The goalie in my hockey game uses welds to alter its animations. It’s server sided and whenever it happens it bugs out until the goalie model in studios is selected, then it fixes. Same goes for the player models as well, except their animations are done client-sided. Obviously in-game it cannot be fixed by selecting the model so it bugs out hecka badly.
Some notes if it helps at all: The C1 and C0 is perfectly normal, none of the joints are incorrect, its just the representation. Parts seem to move around at random. It may be some sort of replication issue but I can’t really be certain at all about it.
Just to update, I have received some test places, I was able to reproduce, now I’m trying to figure out the origin of the problem. I will keep this thread posted. Probably in the next day or so.
My team is also experiencing this with Rigid Constraints, though from what I recall they were working as of yesterday. They also still seem to be working in Studio after the latest update, however not in a live game. Previously they would update in sync with our animations when attached to our characters’ bones (we use them to attach items and hats to our skinned characters), however they no longer do so with any sort of consistency. Our experience that was intended to launch in a few days is almost entirely reliant on this functionality working as expected.