I’m using a custom rig which is only 1 mesh, then I’m using mesh deform to animate the whole body. Problem is, some animations have the whole body rotate, but when you play those animations in-game, the body doesn’t rotate like it does in the animation editor.
This is what it looks like in the animation editor:
This is what it looks like in-game:
This is the rig setup in the workspace (The body mesh is “welded” to the root part using a Motor6D):
It appears that the bone named “LowerTorso” is the only one that doesn’t rotate with the animation. Does anyone know what I can do to fix this?