Hi, this right here is supposed to make a player rotate to the angle it is walking on. For some reason, if I run at least 16 walkspeed, the player tries to climb over its own HumanoidRootPart.
How do I stop this from happening?
local root = HumanoidRootPart:WaitForChild("Root Hip");
local rootC0 = root.C0;
local rootC1 = root.C1;
function update()
-- not as great on steep slopes b/c it wants to climb its own Humanoid Root Part with the fixed direction of the way
local direction = Vector3.new(0, -4, 0) --torso.CFrame:vectorToWorldSpace(Vector3.new(0, -4, 0));
local ray = Ray.new(HumanoidRootPart.CFrame.p, direction);
local hit, pos, normal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {character});
if hit then
local cross = Vector3.new(0, 1, 0):Cross(normal);
cross = cross.magnitude == 0 and Vector3.new(1) or cross;
local angle = math.acos(normal:Dot(Vector3.new(0, 1, 0)));
local lateral = HumanoidRootPart.CFrame - HumanoidRootPart.CFrame.p;
local cf = CFrame.new(pos + normal * 3) * CFrame.fromAxisAngle(cross, angle) * lateral;
root.C0 = HumanoidRootPart.CFrame:inverse() * (cf * rootC1);
else
root.C0 = rootC0;
end;
end;
game:GetService("RunService").RenderStepped:connect(update);

7 comments
cancollide off the humanoidrootpart
btw this is lua! u don't have to put ; behind every line!
@NsNidPL CanCollide is off for the HumanoidRootPart
@NsNidPL Also, I am really sure that's not the problem.
Try to make the raycast ignore the humanoid root part
How do you make the ray ignore multiple things?
ray with ignore list