After a cutscene, movement seems extremely offset, almost like the rootpart was repositioned or something isn’t aligned anymore.
This occurs after I anchor the humanoidrootpart for a cutscene. I anchor the rootpart in order to prevent both characters in the cutscene from moving as they are both attached via a weldconstraint.
I did check for any existing welds that may have stuck after the cutscene is over, and there are none. I’ve been stuck on this problem for over a week and finally decided to ask for help.
You are moving the rootpart with Character.HumanoidRootPart.Position/CFrame = …
Instead use the functions assosiated with the Model.
local character = player.Character
--Moving the Character via Position
character:MoveTo(Position)
--Rotating the Character
character:PivotTo(Orientation)
--Moving and Rotating the Character via CFrame
character:SetPrimaryPartCFrame(cframe)
After the cutscene, does the Motor6d that connects the torso to the HumanoidRootPart have a weird offset, or are the particle effects that are animated not deleted properly/not set to massless?
Turns out the solution was much easier than I had anticipated.
When the animation ended, I was instantly removing welds and unanchoring, but it appears that even with a stopped event on the server, the animation is not completely done transitioning back to the old position. This was causing a weird physics bug on the character, which got fixed after playing another animation.
The solution is to add a wait before proceeding to unanchor. A long enough wait would be around 0.5 seconds, or maybe even 0.2, which is just enough for the server to have completely unloaded the animation.