I have only applied a linear velocity to the humanoidrootpart, but I somehow have a small angular velocity on the humanoidrootpart.
I have no clue what caused it or how to fix it. Help would be appreciated.
I have only applied a linear velocity to the humanoidrootpart, but I somehow have a small angular velocity on the humanoidrootpart.
I have no clue what caused it or how to fix it. Help would be appreciated.
The issue you’re facing is likely caused by a force or torque being applied to the HumanoidRootPart and I think one of this should help you
Check for Constraints or Forces:
• Look for constraints (e.g., HingeConstraints, Motor6Ds) or force-related objects in the HumanoidRootPart or other parts connected to it. These could introduce unintended angular velocity.
Manually Reset Angular Velocity:
• As a temporary solution, you can reset the angular velocity using a script:
local rootPart = game.Workspace.HumanoidRootPart
rootPart.AssemblyAngularVelocity = Vector3.zero
Thank you for answer but it doesn’t seem to have any constraints other than root(motor 6d) which connects to the lowertorso. It’s just a normal r15 character.
For the temporary solution, I tried while looping that inside of a server script but it doesn’t seem to work as well.
While testing, I found that the angular velocity goes to 0 once my character has turned 180 degrees and is facing the opposite direction. I don’t know if that means or help with anything.
You aren’t applying an AngularVelocity to the HRP, but if you apply any force to it then there may be other forces shown.
Is it actually harming your action or are you only worried because of the digits shown? -.004 Radians is only .22° so I’m wondering what effect you are seeing.
Try applying a VectorForce instead if it’s creating an issue.