Motor6D CFrames do not change in a Mesh Deformation Rig (Bones)

MY ISSUE:
I’ve faced an issue which has caused major limitations within my game - I have an imported blender-rigged dinosaur which uses Bones for it’s animations, unfortunately though I’ve discovered that anything to do with Motors doesn’t work. For my specific use cases, I’ve created a terrain alignment (your character orientates to the ground below via raycast) and head turning (your head turns based on your camera direction) - currently I use the bones themselves, however that’s caused issues in of itself as I’m changing the rig itself not the actual character. When I attempted to change it to Motors, I discovered an issue I had 1-2 years ago which was apparently never fixed

If this is something that I can personally work around, I’d love some information on how!

As you can see via this gif, the moment I remove the Bone rig it starts orientating to the ground where as beforehand it does not (do not mind the weird orientation, it’s reverted but the result still shows)
https://gyazo.com/b60d7c7baca41e42812022802693e223.mp4

HOW IT LIMITS ME:
Due to this, I have to instead tween the bones themselves, a huge limitation with this is the HumanoidRootPart does not follow the rest of the rig nor do other non-bone rigged parts, this causes a lot of behavior that I have work around not with. This also to my knowledge is far less performant as Motor6Ds are far more optimized with built in replication drop-off over bones which keep their fidelity no matter how far away you are

Expected behavior

Motor6D CFrames should either work WITH or take PRIORITY over Bones, if I want to change the orientation of a CFrame it should work,.

A private message is associated with this bug report

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Thanks for the report!! Just sent to the team :slight_smile:

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