Need Help with Animation Offset for Custom Mesh Deformation

  1. What do you want to achieve?
    I want to correctly offset an animation from the main part of a custom mesh. The mesh deforms during the animation, and I need to ensure that the movement aligns with the intended position and doesn’t appear disconnected or out of place.

  2. What is the issue?
    The animation seems to play with an incorrect offset relative to the main part. When the animation runs, the custom mesh either moves too far forward or is misaligned with the expected base position. This causes the animation to look really wrong.

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  1. What solutions have you tried so far?
  • I checked the rig in Blender to ensure everything is properly weighted and exported correctly.
  • I adjusted the origin of the custom mesh to see if that resolves the issue.
  • I searched the Developer Hub and forums for “animation offset issues” but didn’t find a specific solution for meshes that deform.
  • I experimented with manually adjusting the keyframes in the animation editor to compensate for the offset, but it still looks misaligned when imported.

Additional Details:

  • The mesh is a custom model created in Blender and imported into Roblox Studio. It uses bones for deformation.
  • The animation was created in Blender and imported as an .fbx file.
  • I’ve already verified that the mesh and bones are properly parented in Studio.
  • The issue seems to be related to how the animation is applied relative to the main part in Roblox.
  • The model is unanchored, and I’ve ensured the humanoid and other required components are present.

If anyone has experience with custom mesh animations or knows how to fix offset issues in Roblox Studio, I’d really appreciate your help!

Thank you in advance! :slight_smile: