Why does this happen


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

…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

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
image

1 Like

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

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

1 Like

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