I’m trying to figure out why I’m getting super weird shadow behavior with Future lighting and a rigged model with a point light in it.
In a project I’m currently working on, we have a minecart that is tweened on the client to move through a room. Currently, when the cart tweens through the room, there are shadows being casted that shouldn’t be, a giant square shadow that seems to be caused by nothing, and constant flickering and graininess on meshes that are hit by the light.
-
- Changing to any other lighting render fixes the problem, but obviously looks much worse than Future, so I’m trying to avoid that solution.
-
- Moving the position of the point light changes the shadow behavior, but no orientation I’ve found fixes it.
-
- All the meshes are a rig that plays animations with an animation controller. Anchoring the meshes seems to potentially help but not by a noticeable amount, and the problem still persists even when anchored.
-
- Changing the render priority for when the cart tweens has no effect on the problem.
Not 100% if this is the best category for this but no other categories seemed 100% right either since I don’t have enough information to justify making it an engine bug.
So to recap: a rigged model tweens through a room and casts shadows incorrectly, flickers grainy shadows all over the place, and most annoying, casts a huge square shadow that is based on nothing as far as I can determine. I believe the issue is primarily being caused by tweening the model, but I’m not 100% sure.
Here is the hierarchy of the Minecart. Note that all parts are set to not cast shadow (setting it to CastShadow has no effect on the issue). Everything is jointed back to a BoundingBox part that encompasses the entire model but is transparency 1, no collide, etc. Deleting any or all of the parts in the model still does not solve the problem, which is why I believe the issue is with tweening the light:
Here is a video of the shadows being weird: 2023-12-17 22-52