Simple custom rig does not respond to :MoveTo() or PathfindingService (No error, unanchored)

A very simple rig I created (Just a head, HumanoidRootPart, and a face all welded together [HRP is the Part0 on all of them if that matters] with a Humanoid) just doesn’t move when Humanoid:MoveTo() or any Pathfinding is used.

Nothing is anchored at all, and no error appears. I looked through other forum posts about problems similar to this, but unfortunately none of them ended with a satisfying answer for my issue. I also checked the HipHeight, and set it to 0.5 since the HRP is at a y-value of 0.5 when on the ground.

Code I’m using to test: (the script named “test” in the model tree)

script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0)) -- WHY WON'T IT WORK AGHHHHH

Model structure of Rig:
image

The Rig (not sure if this is necessary, but I want to be thorough)
image

If anyone has any clue what to do, or similar issues, please help.
(also all of the values in the Rig is since I’m trying to make a simple evolution game, and I wanted the versatility of values over attributes)

quick edit: the HRP is also the PrimaryPart if that helps.

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image
Do you have them jointed like this? This model in the picture works fine.

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Do you have the HipHeight property of the Humanoid set properly? Are the rig’s parts have their collisions disabled?

I tried these properties on my end and they seem to work flawlessly.

I’d recommend another thing which is to change the name of “Head” and “face” to “Torso” and “Head” respectively.

Yeah, it does. I set the welds in that formation and it just works now. I then tried the original configuration I had and now it works too. I have no idea what happened, but am happy it’s solved, so thank you!

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Because argument is (0,0,0).
It moves (x,y,z) vector from current position.

script.Parent.Humanoid:MoveTo(Vector3.new(10,0,0))

This code moves bricky 10 distances x vector from his position.
your code assigning 0,0,0 so it won’t move.

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