#COTH PHYSICS CAPE COLLIDING WITH EVERYTHING BUT PLAYER.
1 messages · Page 1 of 1 (latest)
Likely an issue with the overlap params if there are any
or anything with filters
and by issue I mean it's likely excluding the player on purpose
the cape is just a mesh with a lot of bones
oh then idk
@crimson sonnet yo bro can i ask you about a different issue
ok sure
it like there is a delay between animation and player Cframe update
it's because the player is being teleported before the animation finishes
Nope
the pseudo code is
animation.Ended connect function
playuerCFrame = updated CFrame
the Little delay is because of roblox
goofy ahh roblox
did you add a fade time when playing the animation?
I also tried
animation.Stopped
so even if there is a fade it doesnt matter
what i'd like is just going with a different approach
BTW the animation is played server side
-- ✅ Play final animation
local animTrack2 = humanoid:LoadAnimation(anim2)
animTrack2.Looped = false
animTrack2:Play()
-- ✅ Connect animation event marker
animTrack2.Stopped:Once(function()
rootPart.CFrame = targetPart2.CFrame
end)
we can try a bandaid fix and add a task.wait unless youve already tried that
task.wait(animtrack duration)
i did try
is there like a tottaly different appraoch
to make a wall climb animation
there could be
if you make it dynamic you can make wall running/climbing animations
animating the hrp = moving the character entirely so idk
just depends what you're end goal is
Yeah that what im trying to do right now
the animation editor doesnt let me animaie the hrp
so im trying moon animator
I appreciate it bro
I don't think you can animate the player's CFrame
moon animator can
** You are now Level 11! **
oh
oh cool. im just used to the base roblox animator sorry 😭
yeah the base animator is not so spaggeti
nooo
When an animation moves the character (e.g. a jump forward, dash, or punch lunge) using keyframed Root motion, it only affects the visual pose. The physics/body remains at the original position, so when the animation ends, the character snaps back.
even moving the CFrame in moon animator doesnt help