Why does the Torso want to snap to the orientation of the Root Part?

I made a sitting animation for my dragon model. It is supposed to look like this, and looks like this in the editor:
nottilted

But when I run the animation in game, it looks like this:
dragontilted

This question accurately describes my issue, that the Body is trying to orient itself with the Root Part. The solution to that problem was that the OP’s model didn’t have a Root Part. My dragon not only has a root part, but also a perfectly fine Motor6D connection from it to the Torso.

The Motor6D is in the Root Part, connected to the Body, am I supposed to have it the other way around or something? Help would be very appreciated.

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I think you can use CFrame.Angles to fix the positioning, I am not sure though.