The CFrames of the root parts? They’re both the exact same.
So both joints have the exact same cframe both the one with the player on it and the rig?
Yes, as printed above.
The issue persists
Currently running on 3 hours of sleep, I’ll reply later. Sorry for having to make you wait.
So I have managed to replicate the bug and all I have to say about it is that, something unnatural has been angered and we are all doomed.
Everything I can think of is exactly the same yet the animation is almost twice as exadurated as the original.
I’m off to call in some backup (You know an issue is really bad when the backup calls in backup)
Reducing the player’s hipheight seems to fix the bug, I’m not certain why, but it seems to have a large effect on the rotation between the hip part + HRP, I’d imagine this has something to do with player scale being altered by the height.
Yep, you can see the effects live in-game;
disabling Automatic-Scaling toggles the problem.
Enabled, it adjusts the animations via some amount, based on height.
With AutomaticScalingEnabled disabled, you can set the height and no issues occur.
Server Code change
local char
local mount = game.Workspace.Horse
game.Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(char1)
char = char1
end)
end)
while not char do
wait()
end
for i = 1, 5 do
print(6 - i)
wait(1)
end
char:SetPrimaryPartCFrame(mount.PrimaryPart.CFrame)
mount.Parent = char
mount.Humanoid:Destroy()
mount.Head.Name = "Horse_FalseHead"
mount.HumanoidRootPart.Name = "Horse_Root"
local joint = Instance.new("Motor6D")
joint.Name = "Joint"
joint.Part0 = char.PrimaryPart
joint.Part1 = mount.PrimaryPart
joint.C0 = joint.Part0.CFrame:toObjectSpace(joint.Part1.CFrame)
joint.C1 = joint.Part0.CFrame:toObjectSpace(joint.Part1.CFrame)
joint.Parent = joint.Part1
char.Humanoid.AutomaticScalingEnabled = false --< all that needs to change
char.Humanoid.HipHeight = 4.6
results with
https://i.gyazo.com/a79d5935afe5c256689ec89478ae00b0.mp4
All that time, that one setting was causing this.
Thank you for taking the time to look into this. I’ve been stuck on this for a week.
Remember though, you’re still going to be fighting against other animations. I’d look at changing the animation priority to something higher unless you want something else playing over the top.
This is still a bizzare problem.