Why is my rig not animating?

Hello, hi, so what I want to achieve is to animate a rig with an advanced rig made in blender (not the default roblox rig).

I exported the animations and tried to apply them into the animator inside the humanoid in the rig, and it wouldn’t play.

Yes, I have tried searching in the dev Forum, still that wouldn’t work, and I have tried to paly the animation from outside a table, and that still wouldn’t work.

After that, you should include more details if you have any. Try to make your topic as descriptive as possible, so that it’s easier for people to help you!

Down here I’ll leave some useful things too:

local Animator = script.Parent.Humanoid.Animator
local Animations = {
	Idle = Animator:LoadAnimation(script.Parent.Idle),
}

Animations.Idle:Play()

(Yes, the script does run, I have tested for that as well…)

Model:

Hierarchy:


(There’s also an animation controller and the idle animation there but it didn’t fit in the screenshot)

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If you can’t ANIMATE the character, I’d assume the following:
-Body parts are anchored.
-RootPart is too small or doesn’t exist at all (which I doubt, considering the skeleton model.)
-Body parts welded incorrectly or other joint issues.

If the animation you exported isn’t playing, please provide information on what plugin or tool you used to import the animations (from which I assume you imported from Blender?)

If the stuff I suggested doesn’t work, provide info on what you used to import the rig and its animations, and if the model’s joints can be MOVED outside the game. A rig like this should be animatable from the get-go if you’re importing it from blender, so if it’s just the rig not working in-game and not in the viewport, let me know.

Alright, so, unfortunately, I don’t know much about Blender, so the animations were made and exported using the default Roblox animation editor, just as I imported the model - I used the Avatar > Import 3D function. The “thing” I consider weird; is that I can make the animation and fully export it without troubles, and at the moment of playing it, it won’t play (?)

From what I see, the animation won’t play in-game, right? Might not be a scripting issue as far as I’m aware since your script works on a regular r6 dummy with the correct attributes: an Animator instance inside the model’s Humanoid (given the assumption it has one.), and an Animation instance named “Idle” under the model itself.

The explorer tab provided in the original message you sent is a little bit limited, but from what I can assume, it’s probably a problem with the model’s PrimaryPart property not being set to the RootPart. (You might also want to rename the RootPart to “HumanoidRootPart”.), or if you’re missing a few things for the script.

If that doesn’t work, send an image of the entire hierarchy in either seperate images or as a whole with all the descendants. I’m not entirely sure where you got the model from, but I’m sure it should be animatable in roblox. PS: check for any errors in the output tab and send them to me, if there are any.

Here’s the image you requested:

I renamed the RootPart to HumanoidRootPart, and I set it to the PrimaryPart aswell (it was previously the head), but still, it refuses to play the animation ingame, I honestly have no clue as to why this is happening, so I wish I could give you more info about the topic (BTW: I got the model from sketchfab I think, but rigged it)

Thanks for replying btw!

I think I see the problem here somewhat, considering now that I can see the entire thing. Problem might stem from the AnimationController, the “Initial poses” folder, or how it was rigged. A detail I might need is whether you’re using regular bones or motor6ds for the joints. As far as I’m aware, you might not need the AnimationController anymore because you already have a humanoid in the model.

My solution is to delete the AnimationController IF IT DOESN’T HAVE ANY BONES AS ITS DESCENDANTS/CHILDREN, or otherwise rerig the model to have Motor6D* joints instead of Bones, tedious, I know. (You can do this with plugins like RigEdit, it’s free.) Knowing what I know now, doesn’t seem to be a scripting issue since the script runs fine, but seems to be a rig/model issue which I might be able to help with.

Should the issue persist, let me know.
If you don’t really want to re-rig the entire thing, I’ll try a different solution.

*just in case you don’t know, these motors act as a hinge/axis something can rotate on like a bone.

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Yeah! That was the answer! The animation now plays normally after deleting the AnimationController (although the model now slides randomly, I’ll have to check that out later). The main issue is resolved; I’ll go my way from here! Thanks for helping me! (Sorry for replying too late)

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I can solve the sliding stuff. Just change the hip-height to be higher in the humanoid’s properties.
Before you go out: A couple things to make sure about whenever you’re making a rig: make everything except the humanoidrootpart UNCOLLIDEABLE (unless you want them to collide, then I’m not stopping you.)

GLHF!

Hi! Not to be much of a bother, but the next day (today), I tried to change the Hip height property of the hip height, but it still slided in circles, I found out that if I changed the name of the humanoidrootpart to rootpart it won’t slide, but I’m pretty sure that will cause issues, I tried renaming the torso to HumanoidRootPart, and the error began again, where it slided in circles, I also tried making the RootPart the only thing collidable, and the error persisted. (Again, sorry for asking for help again, I just couldn’t figure out what was the error and it’s kind of my first time uploading 3D models to roblox)

Always here to help! The hip height should be higher if it’s still sliding in circles. Hip height determines how high the rootpart is from the ground. Also, I wouldn’t recommend changing the torso’s name to HumanoidRootPart, but instead:
DUPLICATING the torso, making it equal size or otherwise bigger, make it transparent, and set that as the primary part while also naming it “HumanoidRootPart”. It’s fine to delete the original rootpart as the only affected joint will be to the root to the torso I believe.

If the issue persists, let me know.

Hi! Sorry for lost reply, I forgot to answer, but this did in fact work! Thanks!

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