#Weird Linear Velocity behavior

1 messages · Page 1 of 1 (latest)

pale sand
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Im making a 1 combo and the rest work as intended except for the velocity part, it doesnt go straight in one direction as expected. The character in the video suppose to go in 1 straight direction but it doesnt, anyone know the reason and how to fix this?

sturdy parcel
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i think its because the force is applied towards the humanoid root part's look vector, which is not facing forward because of the animation

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i might be wrong tho idk

red mist
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The code you showed don't seem to have any issue, I tried it and everything was fine

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Maybe it is because of your sword not being Massless

red mist
vernal hornet
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That's great bro, no straight movements is realistic due to the sword's mass

pale sand
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i think this bug is also caused by skill 2 ground variable but im not really sure, there is little to no different

pale sand
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nvm all of them cause this problem, is just not that bad as the 3th skill air variant ;/

red mist
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So it is the aerial attack that you show at around 00:09 that makes the velocity acts like this?

pale sand
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all of the skills

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i think except for skill 1

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my animation does not affect the hrp

red mist
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When you look at the HumanoidRootPart's Rotation and it's Motor6D, everything looks ok?

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I don't see something wrong with the LinearVelocities

pale sand
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let me check rq

red mist
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I don't think it matters but why are you parenting the velocities to an Attachment rather than the Part itself

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I am curious

pale sand
pale sand
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im not familiar with velocity

red mist
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I have not used LinearVelocity that much but I think it works with Parts

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Atleast BodyVelocity worked that way

red mist
# pale sand

If you want to have a better look, select the HumanoidRootPart and run this inside your Command bar:

local function AddIndicator(Parent: BasePart)
    local Box = Instance.new("SelectionBox", Parent)
    Box.Adornee = Parent
    Box.LineThickness = 0.05
    
    local Cone = Instance.new("ConeHandleAdornment", Parent)
    Cone.Adornee = Parent
    Cone.CFrame = CFrame.new(Vector3.new(0, 0, -1.5))
end

AddIndicator(game.Selection:Get()[1])
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It doesn't look like your RootPart gets a unwanted Offset

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🤷
Maybe try not to use Attachments

pale sand
pale sand
red mist
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Oh

pale sand
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but i dont think thats the problem

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the attachment is always in the center of the hrp

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LMAOOO

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im going insane

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now

red mist
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Your sword is Massless?

pale sand
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i dont even have to use any skill

pale sand
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are massless

red mist
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Ok

red mist
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It just breaks from start??

pale sand
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yeah

red mist
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Try to add att.WorldPosition = hrp.AssemblyCenterOfMass, maybe...

pale sand
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i think its fixed...

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let me do some test

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s

red mist
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If it is not fixed, I have another idea

pale sand
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what idea do you have?

red mist
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Something like this:

pale sand
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already tried that out

red mist
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:(

pale sand
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i think its fixed...

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oh my god

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finally

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I THINK ITS FIXED

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😭

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MAN TYSM

red mist
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Someone had a similar issue

pale sand
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oml i hate roblox

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anyways tysm man

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i thought attachments are always at the center

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💀

red mist
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Np, if it breaks again, mention me here or in DM

pale sand
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tysm man

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oh

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i think the RootAttachment of the hrp

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is in the middle

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let me try parent the velocities inside that

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nvm lol its now

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not