Motor6D.Transform should reset on or right before Stepped if no animation is playing

As a Roblox developer, it is currently too hard to deal with the fact that SOMETIMES the Transform property is reset
Right now it only resets if we explicitly tell it to; I tell it to reset on heartbeat:

beat:Connect(function(dt)
	yawmotor.Transform=yawinitialtransform
	pitchmotor.Transform=pitchinitialtransform
end)

Because in stepped I transform the Transform CFrame:

stepped:Connect(function(dt)
	yawmotor.Transform=yawmotor.Transform*cfty
	pitchmotor.Transform=pitchmotor.Transform*cftp
end)

Sometimes animations are playing over the motors, so I want to transform on top of the animations and the animations set the transform (which is why Transform was introduced in the first place according to the release thread)
But if no animation is playing then the transform isn’t reset and it just stacks over frames, so that’s why I need to reset the transforms in heartbeat manually

Also, this behavior was confusing for me to identify because after only dealing with transform when animations are always playing, I assumed the transform property was ALWAYS reset

Pardon? What behavior are you describing here?

Roblox Animations like the walk animation for example

As it’s actually supposed to be.

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