I have a really big rig and I made some animations with moon animator for it. They play perfectly fine. However, when I play the animations with a script, they’re weirdly offset for some reason. This only happens with the walking and idle animations. I read the developer forum forum, set hip height to 2, disabled automatic scaling or whatever it’s called. It never works. My rig is R6 here it is
#Animation Offset
1 messages · Page 1 of 1 (latest)
I’ll send a recording hold on
Walking and idle animations offset.
I’m kind of new to scripting so one of my guesses are some motor6d things or something?
Maybe the gear is causing it to break.
I literally have no clue how to fix this so I can’t really work on other stuff in the game right now
If anyone needs the script, I can try to send it
Also I tried this with a default rig. Still offset
** You are now Level 1! **
the issue is
all the animations you make in moon animator on big rigs will be offset
scale the rig to 1 and make the animation on it
if you want a script to offset it back to normal however ill give you it one sec
local currentScale = 0 -- set to current model scale
for i, v in pairs(workspace["model name"]:GetDescendants()) do
if v:IsA("Pose") then
v.CFrame = CFrame.new(v.CFrame.X/currentScale,v.CFrame.Y/currentScale,v.CFrame.Z/currentScale)*v.CFrame.Rotation
end
end```
hope this helps
okay thx. I’ll try this later
forgot to mention, I animated the big rig after it was scaled
idk if that’s what broke it
Do I make it a separate script in the model or do I put it in the AI?
yeah
your supposed to make it on a 1 size rig
it breaks the animation if you make it on a big rig
no
run it in the terminal
oh
what exactly is that
I think I know what you’re talking about
It’s the command line thing right?
HOLY SHIT IT WORKS THANK YOU
I literally could not find any other solution 
np
I’ll just close this
** You are now Level 2! **
how do I put resolved