Hello devforum,
Today I’m trying to report what I feel may be a bug with Motor6D. I’ve created a rig which is a combination of a normal R15 character and a new horse rig I’ve made. The horse has its own HumanoidRootPart and Head so it can be animated to stand on its own in-game, however those are renamed to Horse_Root and Horse_FalseHead respectively when the player mounts the horse. In which case, the horse model is simply parented to the character, horse’s parts renamed, horse Humanoid removed, and a new Motor6D created between the character’s HumanoidRootPart and the horse’s Horse_Root.
For some inexplicable reason though, the animations are all awry. If I try to move the Horse_UpperTorso, the Horse_LowerTorso moves instead. If I try to move the character’s LowerTorso, its movements become exaggerated in-game. Here’s an example.
How the animation looks in the rig I’ve created using a plugin
How the animation plays in-game
I’ve been stuck on this issue for a week now and nobody I’ve spoken to seems to know what the hell is going on. I’m unable to move forward with this project until I figure something out and the only conclusion I’ve been able to come to is that it’s a bug.
The properties of the joint instantiated between HumanoidRootPart and Horse_Root are all the same as far as I can tell. Modifying C0 or C1 seems to have no effect. If this is a bug, I’d like for it to be looked into. If not, please provide your solution because I’m about to go insane.
Here’s a place file where you can experience this for yourself.
Steps: Use Animation Editor plugin on Horse_Rig. Load Horse_TEST1 animation. Save to your profile. Go into PlayerGui, LocalScript, and replace Animation’s AnimationId with the one on your profile. This must be done because roblox animations can’t transfer between accounts.
That’s it. Play test it and you’ll see the bug. The only scripts are in PlayerGui and ServerScriptService.
Horse_Testing1.rbxl (116.0 KB)