Hey guys, it’s me, Flumzee. I’m working on a game that is coming out soon, so I need help, and fast!
I’ve created a skinned mesh AI, and I’ve tinkered with the humanoid’s HipHeight, but that seems to make it worse, and for some reason, the HipHeight’s calculations don’t work as they should.
A hip height of -1.1 makes it super slidy, and a hip height of -1 makes the whole body be in the air.
I believe the scaling of the character might be the issue. Try scaling the character in Blender to 0.01, then go to Scene > Unit Scale and set it to 0.01. Then import the character to studio again and see if that fixes the sliding.
The humanoid root part is of course the root, but when I import the model, the root is at the bottom of the rig, and if I try to move it to the middle, the rig also moves with the model for some reason.
I am having the same issue, I’ve tried using a Minecraft character rig, but it kept sliding instead of walking. I tried to ungroup and regroup, but that messed up the animation.
Can you try to make the HumanoidRootPart a separate part from the actual mesh (an invisible cube placed directly in the center, which is inside the group)? You can rename the previous root part.
The HumanoidRootPart should be at the middle of the character, not at the bottom of it. I understand that there are bones in the old rootpart. Perhaps you can somehow try moving them to the new one.
The problem is, when I try to move the humanoid root part, the whole thing moves with it, but I’m working with SimplePath to fix my problems, so I will come back if any other problems occur.