AnimationConstraint
Aligns two BaseParts with an animate-able kinematic or force-based joint that supports physical simulation (ragdoll, arm strength). The default joint type for R15 avatar rigs.
| Memory category | BaseParts |
|---|
Member index 13
Description
Replaces Motor6D for Avatar rigs
As part of the
Avatar Joint Upgrade,
AnimationConstraint is the replacement for Motor6D in R15 player
character rigs. When
AvatarJointUpgrade is enabled (the
default for new experiences), player characters spawn with
AnimationConstraints instead of Motor6Ds. Unlike Motor6D, AnimationConstraint
supports both kinematic animation and force-based physical simulation —
enabling ragdoll physics, arm strength, and other physically simulated
character movement without rebuilding the rig.
Migrating from Motor6D
If you have existing code that uses Motor6D for character rigs, note these key differences. See also the Phase 2 migration recommendations.
- Finding joints: Use
:FindFirstChildWhichIsA("AnimationConstraint")instead of:FindFirstChildOfClass("Motor6D"). For code that must support both old and new rigs, check for AnimationConstraint first, then fall back to Motor6D. - C0, C1, Part0, Part1: These properties exist on AnimationConstraint as
read-only aliases for backwards compatibility. They map to
Attachment0.CFrame,Attachment1.CFrame,Attachment0.Parent, andAttachment1.Parentrespectively. Do not attempt to write to them. - Do not modify RigAttachment.CFrame directly — this disrupts animation retargeting and causes performance issues.
- Transform: Works identically to Motor6D.Transform — the
Animator writes to it each frame. Layer procedural animations by
multiplying into
Transformduring RunService.PreSimulation, which stacks with active animation tracks without breaking retargeting. - IsKinematic: When
true(default), behavior is equivalent to Motor6D. Set tofalseto enable force-based physical simulation. - Type checks:
animConstraint:IsA("Motor6D")returnsfalse. Update anyIsA("Motor6D")guards to also accept"AnimationConstraint". - Server replication: Instead of setting C0 on the server, use client-side animation evaluation and synchronize data through custom Attributes or UnreliableRemoteEvent.
Example: Procedural neck rotation
1 2 3 4 5 6 7 8 9 10 11 12 | |
Description
An AnimationConstraint constrains its Attachments so that
they're offset by Transform. When
IsKinematic is true, the parts
follow the transform perfectly (identical to Motor6D behavior). When false,
the constraint applies forces and torques limited by
MaxForce and
MaxTorque, enabling physically simulated
character movement.
History 28
- 728 Add EnableSkinning
- 723 Add LinearStrength
- 723 Add LinearDamping
- 723 Add AngularStrength
- 723 Add AngularDamping
- 706 Change Tags of AnimationConstraint from [NotBrowsable] to []
- 705 Change Default of Transform from to CFrame(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- 705 Change Default of from to CFrame(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- 705 Change Default of from to CFrame(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- 705 Change Default of Transform from CFrame(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1) to
- 705 Change Default of from CFrame(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1) to
- 705 Change Default of from CFrame(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1) to
- 702 Change Default of Transform from to CFrame(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- 702 Change Default of from to CFrame(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- 702 Change Default of from to CFrame(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- 693 Change MemoryCategory of AnimationConstraint from PhysicsParts to BaseParts
- 594 Add
- 594 Add
- 594 Add
- 594 Add
- 569 Add IsKinematic
- 553 Change Default of Transform from to
- 553 Change Default of MaxTorque from to 10000
- 553 Change Default of MaxForce from to 10000
- 549 Add Transform
- 549 Add MaxTorque
- 549 Add MaxForce
- 549 Add AnimationConstraint
Members 13
AngularDamping
| Type | Default | |
|---|---|---|
| float | 1 | |
The damping ratio (ζ) applied to the rotational part of the constraint.
Only used if IsKinematic is
false.
A value of 1 corresponds to critical damping, where the constraint
reaches its target orientation as fast as possible without overshoot in
the absence of other forces or constraints. Values less than 1 are
under-damped and oscillate around the target before settling. Values
greater than 1 are over-damped and approach the target more slowly
without oscillation. A value of 0 applies no angular damping, causing
the constraint to oscillate.
Even with this property set to 1, an AnimationConstraint at the root
of a multi-body mechanism may still exhibit low-frequency oscillation
because it does not "see" the full effective mass of the downstream chain.
You can compensate by increasing both
AngularStrength and
AngularDamping beyond their defaults.
| Thread safety | ReadSafe |
|---|---|
| Category | Compliance |
| Loaded/Saved | true |
History 1
- 723 Add AngularDamping
AngularStrength
| Type | Default | |
|---|---|---|
| float | 1 | |
Controls how rigidly the constraint enforces the rotational part of its
target Transform. Only used if
IsKinematic is false. The
resulting torque is capped by
MaxTorque.
AngularStrength is defined as a normalized natural frequency,
AngularStrength = f / 60, where f is the target natural frequency in
Hz. The default value of 1 corresponds to a target frequency of 60 Hz
and produces strong tracking of the target orientation. A value of 0
applies no torque. Values less than 1 produce a softer, more compliant
rotational response, and values greater than 1 produce a stiffer
response.
Use values significantly greater than 1 with caution, as they may cause
the simulation to become unstable.
| Thread safety | ReadSafe |
|---|---|
| Category | Compliance |
| Loaded/Saved | true |
History 1
- 723 Add AngularStrength
EnableSkinning
| Type | Default | |
|---|---|---|
| bool | true | |
| Security | RobloxScriptSecurity |
|---|---|
| Thread safety | ReadSafe |
| Category | Behavior |
| Loaded/Saved | false |
History 1
- 728 Add EnableSkinning
IsKinematic
| Type | Default | |
|---|---|---|
| bool | false | |
When true, the connected parts follow the
Transform perfectly without
participating in physics simulation. When false, the connected parts
follow the trajectory using forces and torques limited by
MaxForce and
MaxTorque.
| Thread safety | ReadSafe |
|---|---|
| Category | Data |
| Loaded/Saved | true |
History 1
- 569 Add IsKinematic
LinearDamping
| Type | Default | |
|---|---|---|
| float | 1 | |
The damping ratio (ζ) applied to the translational part of the constraint.
Only used if IsKinematic is
false.
A value of 1 corresponds to critical damping, where the constraint
reaches its target position as fast as possible without overshoot in the
absence of other forces or constraints. Values less than 1 are
under-damped and oscillate around the target before settling. Values
greater than 1 are over-damped and approach the target more slowly
without oscillation. A value of 0 applies no linear damping, causing the
constraint to oscillate.
LinearDamping has no effect when
LinearStrength is 0.
| Thread safety | ReadSafe |
|---|---|
| Category | Compliance |
| Loaded/Saved | true |
History 1
- 723 Add LinearDamping
LinearStrength
| Type | Default | |
|---|---|---|
| float | 1 | |
Controls how rigidly the constraint enforces the translational part of its
target Transform. Only used if
IsKinematic is false. The
resulting force is capped by
MaxForce.
LinearStrength uses the same normalized natural frequency definition as
AngularStrength,
LinearStrength = f / 60, where f is the target natural frequency in
Hz. The default value of 1 corresponds to a target frequency of 60 Hz
and produces strong tracking of the target position. A value of 0
applies no force. Values less than 1 produce a softer, more compliant
positional response, and values greater than 1 produce a stiffer
response.
Splitting angular and linear parameters lets you make orientation tracking
stiff while keeping positional tracking soft, or vice-versa. As with
AngularStrength, use values
significantly greater than 1 with caution, as they may cause the
simulation to become unstable.
| Thread safety | ReadSafe |
|---|---|
| Category | Compliance |
| Loaded/Saved | true |
History 1
- 723 Add LinearStrength
MaxForce
| Type | Default | |
|---|---|---|
| float | 10000 | |
Maximum force magnitude the constraint can apply to achieve its goal. Only
used if IsKinematic is false.
| Thread safety | ReadSafe |
|---|---|
| Category | Compliance |
| Loaded/Saved | true |
MaxTorque
| Type | Default | |
|---|---|---|
| float | 10000 | |
Maximum torque the constraint can use to reach its goal. Only used if
IsKinematic is false.
| Thread safety | ReadSafe |
|---|---|
| Category | Compliance |
| Loaded/Saved | true |
Transform
| Type | Default | |
|---|---|---|
| CFrame | 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1 | |
The internal CFrame that is manipulated when the constraint is being animated.
Note that AnimationConstraint transforms are not applied immediately,
but rather as a batch in a parallel job after
RunService.PreSimulation, immediately before physics steps. The
deferred batch update is much more efficient than many immediate updates.
If the AnimationConstraint is part of an animated model with an
Animator, then Transform is
usually overwritten every frame by the Animator after
RunService.PreAnimation and before
RunService.PreSimulation.
| Thread safety | ReadSafe |
|---|---|
| Category | Data |
| Loaded/Saved | true |
History 5
- 705 Change Default of Transform from to CFrame(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- 705 Change Default of Transform from CFrame(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1) to
- 702 Change Default of Transform from to CFrame(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- 553 Change Default of Transform from to
- 549 Add Transform