All of the parts are massless, w/o collision, and the hipheight does not affect this issue.
Video:
The closest ive gotten to fixing it is changing the model scale to 1, but when I do this the model becomes massive. When I scale down the meshparts manually after setting model scale to 1 it, breaks all animations. The animation reziser plugin didnt fix this.
[quote=“Player “skids” around at small character scale, post:4, topic:1746483”]
local descendants = Humanoid.Parent:GetDescendants()
---Gets descendants of the player's model.
for index, descendant in pairs(descendants) do
---Goes through every descendent of the player model.
if descendant:IsA("MeshPart") then
---Sets physProperties as the new physical properties.
local physProperties = PhysicalProperties.new(.7, 10, .5, 100, 1)
---Sets the physical properties as the physproperties for each MeshPart.
descendant.CustomPhysicalProperties = physProperties
end
end
[/quote]
Applied it as a local script inside of the char’s humanoid, and i dont see much of a differance.
Make this Value in the “Animation Resizer” Plugin the “Scale” Value Of “model 1”:
Right-Click on “model 2” and Click “Group As Model”:
After the Last Step You Should Have Something Looking Like This:
Right-Click “model 2” and click “Ungroup”. It Should Ungroup Into the Model its Parented to And The Model Its Parented To Has a Scale of 1.
Next, Click Back On “model 1” and Find Its “AnimSaves”. Select Everything in there and click “Apply Scale” on the plugin. Ive also included the settings I had on the plugin:
Move The Animations The Plugin Has Created To “model 2”'s “AnimSaves”, Open The Animation Editor And Load and Re-upload model 2’s animations to Roblox! Use “model 2” as your character model (It should have a Scale of 1) and it should work!