Now, I’ve been trying to get my game to have a system where you can do a huge cinematic attack on another character. This of course would require some sort of cool animation. Went around and got to it, slapped it on a random NPC that counterattacks you when you hit them, works pretty well until when you recover from the animation.
The character’s movement becomes… Special, to say the least. Just by doing a simple WASD input will make you a beyblade spinning around. I thought it was just because of the torso and humanoidrootpart becoming offset with eachother, but that’s not the case. Digged into all the Motor6Ds of the rig and their C0/C1s, nothing’s standing out at all either. I tried googling or searching it up on the dev forum but I don’t really know what name would this sort of situation have… So I had to make my own post about it.
Can somebody tell me what may be causing this sort of problem? And maybe redirect me to a thread or a post that can help me out on this situation. I know this may happen due to the fact that your character’s torso moves too far away from the humanoidrootpart, which was in one place in a static sense.
After removing the part, the Humanoid started to use the Torso as its Root instead, but the issue became fixed. So I’m starting to believe something in this process messed with the HumanoidRootPart.
Well, I’m not sure then. All I know is don’t anchor everything, only anchor the HumanoidRootPart. If that doesn’t work, try manually setting the C0/C1 properties of the Root Hip to their default values.
Nope, didn’t do anything with them before or after the animation aside from loading them, placing the victim’s rig into the attacker’s rig’s position before resuming them to their original position, which I don’t think would be affecting anything.
The main issue I think may come from the fact that the vicim’s torso was dragged away too much from the spot of their humanoidrootpart during the animation, so when it ends when they were away from the rootpart, it messes something up. Is there perhaps a way to find a solution for that?
The victim’s humanoidrootpart’s CFrames are put exactly the same as the attacker’s, so the animation’s interaction is properly synced in the way I animated them. And then the victim’s humanoidrootpart is anchored to prevent them from moving during animation as well.
Possibly, try a different animation ID and see if that fixes the issue.
Tried that earlier, and the character moves properly without an issue. So I’m very convinced that it has something to do with the fact that the Torso was moved away from the Rootpart.
Very confusing. When you said deleting the HumanoidRootPart fixed the issue, I got an idea thinking maybe setting the RootPriority of the Torso to 1 will fix the issue.