this is the video showing what happens, the character jumps a little when walking left, right, or back
repeat task.wait() until game.Players.LocalPlayer.CharacterAppearanceLoaded
repeat task.wait() until script:FindFirstChild("Animation")
repeat task.wait() until script:FindFirstChild("Sound")
repeat task.wait() until script:FindFirstChild("Sound2")
local TweenService = game:GetService("TweenService")
local tubethinganim = game.Workspace.Playertube.Model.Animation
local animcontroller = game.Workspace.Playertube.Model.AnimationController
local tubethinganim = script.Animation
local sound = script.Sound
local animtrackplayer = game.Players.LocalPlayer.Character.Humanoid.Animator:LoadAnimation(tubethinganim)
local deb = false
local timeval = 0
local FrameTime = 0
local sound2 = script.Sound2
game.ReplicatedStorage.Events.PlayAnimationIntro.OnClientEvent:Connect(function()
animtrackplayer:Play()
local originalCFrame = game.Workspace.CurrentCamera.CFrame
print(originalCFrame)
game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable
game.Workspace.CurrentCamera.CFrame = game.Workspace.CameraPartIntro.CFrame
local Info = TweenInfo.new(1)
local Target = {Position = Vector3.new(47.785, -2.238, -31.899)}
local Tween = TweenService:Create(game.Workspace.Playertube.Model.Union, Info, Target)
sound:Play()
repeat task.wait() until timeval >= 650
sound2:Play()
game.Workspace.PlayerTestTube.Model.Light.Light.BrickColor = BrickColor.new("Black")
game.Workspace.PlayerTestTube.Model.Light.Light.SurfaceLight.Enabled = false
game.Workspace.Playertube.Model.Union.BrickColor = BrickColor.new("Ghost grey")
repeat task.wait() until timeval >= 750
Tween:Play()
repeat task.wait() until animtrackplayer.IsPlaying == false
animtrackplayer:Stop()
game.Workspace.CurrentCamera.CFrame = originalCFrame
game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Custom
game.Workspace.CurrentCamera.CameraSubject = game.Players.LocalPlayer.Character.Humanoid
game.ReplicatedStorage.Events.AnimationIntroDone:FireServer()
end)
game:GetService("RunService").RenderStepped:Connect(function(DT)
if animtrackplayer.IsPlaying == true then
local NewDT = DT * 100
FrameTime += NewDT
timeval = FrameTime
animtrackplayer.TimePosition = timeval / 100
print(timeval)
end
end)
local playanimevent = game.ReplicatedStorage.Events.PlayAnimationIntro
game.ReplicatedStorage.Events.OmgPlayerClickedPlay.OnServerEvent:Connect(function(plr)
plr.Character.Humanoid.WalkSpeed = 0
plr.Character.HumanoidRootPart.CFrame = game.Workspace.HumanoidRootPartTeleportIntro.CFrame
plr.Character.HumanoidRootPart.Anchored = true
playanimevent:FireClient(plr)
end)
game.ReplicatedStorage.Events.AnimationIntroDone.OnServerEvent:Connect(function(plr)
plr.Character.HumanoidRootPart.CFrame = game.Workspace.TeleportPartAfterIntro.CFrame
plr.Character.Humanoid.WalkSpeed = 16
plr.Character.HumanoidRootPart.Anchored = false
plr.Character.HumanoidRootPart.Anchored = true
plr.Character.HumanoidRootPart.Anchored = false
end)
are the scripts idk what to do
1 Like
dev_Typ
(Typ)
October 5, 2023, 2:55pm
#2
…what happens?? You need to be more specific. Please also limit code you put to those specifically relevant to your error you are receiving/your question.
2 Likes
oh wait my bad, i thought i put the video in the post
2 Likes
sorry if it took long, had to compress the video. well the problem is after the cutscene the character like jumps if you walk left, right, or back
1 Like
Try using :PivotTo() for HumanoidRootPart, I remember having a similar issue with this, it was from moving the hrp. But all I know the main problem is the hrp that’s causing it.
1 Like
should i pivot the hrp or the character model? just making sure.
1 Like
Use PivotTo() on the character’s model.
3 Likes
didnt do anything
local playanimevent = game.ReplicatedStorage.Events.PlayAnimationIntro
game.ReplicatedStorage.Events.OmgPlayerClickedPlay.OnServerEvent:Connect(function(plr)
plr.Character.Humanoid.WalkSpeed = 0
plr.Character:PivotTo(game.Workspace.HumanoidRootPartTeleportIntro.CFrame)
plr.Character.HumanoidRootPart.Anchored = true
playanimevent:FireClient(plr)
end)
game.ReplicatedStorage.Events.AnimationIntroDone.OnServerEvent:Connect(function(plr)
plr.Character:PivotTo(game.Workspace.TeleportPartAfterIntro.CFrame)
plr.Character.Humanoid.WalkSpeed = 16
plr.Character.HumanoidRootPart.Anchored = false
end)
1 Like
veilict
(MNSD_Vel)
October 5, 2023, 3:23pm
#9
If you created any parts inside of the player that aren’t apart of Roblox’s default character system, please make sure they have Massless set to true. This should fix your problem.
1 Like
nah, everything is a normal part this is everything in scs
1 Like
veilict
(MNSD_Vel)
October 5, 2023, 3:25pm
#11
Did you create any welds or modify any Motor6Ds/Joints? If so, reset them back to their default value when the player is able to move.
If you created a weld, simply remove it in such case.
1 Like
not from what i can remember, i think the character is barebones except for the scripts and values in scs
1 Like
veilict
(MNSD_Vel)
October 5, 2023, 3:30pm
#13
The cause for your issue is because when your character moves with added parts or off-centered joints, your Pivot position is therefore changed which results in the Roblox character movement resolver to apply the movement force in an unintended way. There simply isn’t another cause for this issue other than the Roblox character being altered in some way.
You make the character ragdoll I presume? I say this just in case it’s a baked animation, but if you do use a ragdoll module, ragdolls directly interact with joints.
Please check all of your scripts for any character manipulation before character movement is allowed.
1 Like
You need to also use “:GetPIvot()” as well, not the cframe.
2 Likes
i dont use any ragdoll script and i looked through em all, found nothing
1 Like
might be since the character moves away from the original position in the animation
1 Like
I’d assume TeleportPartAfterIntro is Part, you could basically do:
-- get position of TeleportPart
plr.Character.HumanoidRootPart.CFrame = CFrame.new("Paste Position here")
IF YOU TELEPORT UNDER THE PLATFORM OF THE MAP, just add 3 to the height (or Y)
2 Likes
Pure_Bacn
(Pure_Bacn)
October 5, 2023, 3:59pm
#21
Can you try selecting the humanoid root part via explorer and see where it is?
1 Like
i already checked that and its in the normal spot
1 Like