ViewportFrame + WorldModel Character animations getting throttled

Starting since the change in the last week that throttled Humanoid animation update speeds for Humanoids distant front the player, ViewportFrame + WorldModel characters (on a SurfaceGui in this case, but may also happen for ViewportFrames in screenguis) are having throttled animation update speeds as well.

Video:

Structure of humanoid (in a WorldModel, in a ViewportFrame):
Capture d’écran 2021-03-10 à 10.33.34 PM

Repro steps:

Didn’t find any obvious ways to make ViewportFrame characters not throttle animations.

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I’m having this exact same issue too - with a viewport in a ScreenGui like you mentioned. The earliest I noticed having this issue was March 9th, although this was also the first time I’d ever tried playing animations in a viewport entirely. Reproducing this in my case is incredibly simple, just playing an animation on a humanoid in a WorldModel under a viewport.


I can send a file of this build on request to admins, but I’d prefer not to post it publicly as it’s an unreleased project.

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@spotco Have you found official confirmation/documentation about the “throttled Humanoid animation update speeds for Humanoids distant from the player”? I’ve noticed this in my game but haven’t been able to find any mention of it on the forum besides your post. Apologies since my issue isn’t totally relevant to the ViewportFrame case.

Didn’t see any announcements, but know this update shipped in the last week. Hopefully can get whoever is relevant to see this!

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I’m having this issue with players that are within 100 studs of the animations
 It’s really jarring and breaks what I’m trying to do.

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Hi, just wanted to confirm that the throttling was rolled out. Thanks for the feedback!

The issue from initial repro looks to be the character gets throttled based on the world camera, even though it shouldn’t be once we consider the ViewportFrame camera.

We are taking a look into a solution for this issue.

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The animation throttling seems to be hard coded to the root of the rig and we can’t manually change that, which can be an issue for games with lots of NPCs that keep their root parts at the origin and manipulate the root joint.Transform instead, if we could possibly have a property to manipulate what part determines animation throttling, that would be great as well (having many issues with animated scenes where the bulk of an animated rig is close to the camera but the root part is far away or behind the camera, causing the animation to throttle when it ideally should not)

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I’m getting animation throttling on the local character in my FPS (viewmodel), even though the Camera Focus and the Humanoid’s root are within 2-3 studs. Do you have any ideas for how I could troubleshoot/fix this behavior? Not sure how the animation throttling is calculated.

We plan to do a rollback of this feature while the issue is being resolved.
The animation behavior should return to normal once that’s done.
Will update once it’s flipped.

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The rollback has been flipped.

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