Pose/animation break bug for Mm's first person character
This bug plagued all my FPS characters after the full release of Dreams. I thought it wouldn't affect projects going forward, but it seems the bug can even happen if you start fresh today. Basically, this bug makes the arms (connectors) of FPS characters glitch out and permanently break when transitioning from an animated state to a non-animated state while moving.
Since all my FPS characters use the arms of the Media molecule first person character (but instead of being constantly animated they're made non-moveable and scoped onto the head), I hypothesized that this first person character has been broken by release, and further tests seem to support this.
For this test I made a scene called ‘’Animation bug test’’ (uploaded private, feel free to take a look at it). I took the Mm first person character and cloned one arm. I then deleted the other arms and all non-essential logic/sculpts so we can be sure the bug is not caused by other things. Next I took the arm, made it non-moveable and scoped it into the head group, before placing a keyframe in the main logic board with which I changed the pose of the hand and fingers. I made this keyframe activate via a button press of the controller sensor.
Now when walking and activating the keyframe the pose will activate, but the arms will ‘’break’’ the moment you stop powering the keyframe. The faster you move, the worse this gets. It does seem that activating the keyframe always temporarily restores the arms, unlike the bug in my projects, where even during animations the arms take on weird positions.
I’ve done quite a lot of tests to hopefully allow you guys to get to the bottom of this faster. Here are my findings:
1. The issue normally doesn’t seem to affect the fingers. I animated them on purpose to check this, but they always return to the normal position.
The issue seems to be exclusive to the arms of Mm’s first person puppet. I took the arm of a normal puppet and animated it in the same way, and it didn’t break.
The bug also ONLY happens if the arm is scoped into a (any) puppet, doesn’t matter at what level. I’ve tried to trigger the bug by making the arm fly around using a follower, I’ve tried to trigger it by using a mover, I’ve even tried to trigger it by making it teleport to a tag in the head of the puppet, but it wouldn’t happen.
Then, when I scoped that same teleporting arm into the puppet it would break again, and this time the fingers too. I suspected the hitbox of the player might be the issue, but that is not the case.
In conclusion, this bug is caused by transitioning from an animated to a non-animated state and affects specifically the arms of Mm’s first person character, only when they’re scoped into a puppet.
We’ve not heard back from you in a while.
Is this still occurring for you?
If so, could we have a link to your creation/puppet so that we can investigate this further?
AdminQA Team (QA, Media Molecule) commented
Thank you for reporting the issue, could you please provide us with a link to the puppet this issue is happening to?
Went back to an old version of my project where the bug was more prominent, and was able to fix it again by giving the pre existing base pose keyframe (a keyframe that should in theory ''force'' the arms into a certain pose constantly) 0,1 sec slow power down. Applying this to certain keyframes seems to have solved the problem in my new project also.
When I tried this on the Mm puppet it didn't work, meaning that we're probably looking at a different bug here.