Animation[player,tree,mixer] causes mesh to move when it shouldn't

Godot Version

Godot v4.2.2.stable.mono - Linux Mint 21.3 (Virginia) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 Ti () - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

Question

I have a problem that started about a week ago ← I don’t know if that’s relevant or not.

I have a mesh that is being lifted by the animation player before even any animations are applied. I can reset the skeleton back into place, but if I apply the player again, even a RESET track…boop…the mesh get’s lifted again. I can even disable all animations and code referring to animations, but as soon as the player is engaged…boop…mesh is lifted again.
I have attached a short video demonstrating.

I have been at this for days, and even went back in my timeline, and even though I am at a point I know was before this started happening, I can’t get it to stop.

Please help before all my hair is gone.

Did you check the reset animation/s?

I figured it out, the Hips bone in the animation is slightly higher than the Hips bone in the character rig, I made the adjust with a script on import.

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