Strange humanoid root part behavior while moving position

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  1. What do you want to achieve? Keep it simple and clear!
    I want to be able to tween this rig from point A to point B, using the humanoid root part.

  2. What is the issue? Include screenshots / videos if possible!
    The rest of the character is not moving when I move the humanoid root part. This is just a rig that I scaled up, made slightly transparent, and I turned off “CanCollide” and “CanQuery” in all of the body parts, and all of them are unanchored, other than the humanoid root part, which is being tweened. It also behaves strange when I use the move tool on the humanoid root part. This is not a problem in this specific game, it translates to every place. This seems to be a new issue, as this has never happened to me before when I would take the same steps.

  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    -I have tried this same thing on a normal r15 rig and a normal r6 rig, even with their default settings.
    -Instantly changing it’s position without a tween also has the same problem
    When I manually type in a new position inside of the humanoid root part’s property, it does work.
    -This occurs when fired by a script, when the game is tested through the “run” feature, and when the game is played normally, even outside of studio.

1 Like

oh god

please use model:PivotTo(CFrame.new()) or root.CFrame (i recommend :PivotTo more)

never use root.Position to change the position

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I don’t typically use .Position very much at all, in fact I do usually use CFrame, but i’m just using .Position as a demonstration.
There doesn’t really seem to be a way to tween :PivotTo() without using a loop, which is a lot more complicated and is something I really want to treat as a last case scenario, but I guess I will try it.

2 Likes

I hate to admit it, but tweening the CFrame value instead of the position did fix the problem.

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