R6 walking animation doesn't scale down correctly

I’d like to start off by showing you this footage I took while tinkering around in Studio.

I did this by scaling down the humanoid, making their animation script server side, and changing their WalkToPoint every few seconds.
I have attached a simplified copy of the place so you can inspect it if need be.
MiniHumanoid Place.rbxl (38.5 KB)

My question is this:
Notice how the mini humanoid’s walk animation is not quite correct. The limbs (especially the legs) are farther from the body than they should be.

Is there any fix for this to make it accurate to the way it looks at normal scale?

Animations don’t scale properly. If you have a big version of an NPC. The C0 of the welds will be different compared to a small NPC resulting in some offset aniamtions.

You’ll need to create an animation for different scaled NPC.

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That’s unfortunate. I take it tailoring the animation for the smaller rig would be more than a matter of opening the animation editor, taking the keyframes and applying it to the smaller rig size, right?

Someone should make a plugin for scaling animations, it would be very helpful. Not quite sure if that’s possible though.

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There was something about an AnimationTrack, which allows you to change the speed of the animation through a function called :AdjustSpeed(float speed).

This might be useful. All you need is some proper testing. Scripting the Humanoid.WalkSpeed together with a base value of the speed would be ideal, eventually the character scaling too.

After some quick testing, I can confirm this does not help.
The animation scales down quite well at its standard speed honestly. The problem appears to be with any rotational movements, which don’t properly scale to different sizes as one would hope, no matter what speed it is at.