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Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.

AnimationConstraint

Inherits from: Constraint → Instance → Object

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.

Example: Procedural neck rotation
-- Before (Motor6D): writing to C0 directly
local originalC0 = neck.C0
RunService.RenderStepped:Connect(function()
    neck.C0 = originalC0 * computeNeckRotation()
end)

-- After (AnimationConstraint): multiplying into Transform during PreSimulation
RunService.PreSimulation:Connect(function()
    if not animator.EvaluationThrottled then
        neck.Transform = computeNeckRotation() * neck.Transform
    end
end)

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.

Inherits from: Constraint

Memory category: BaseParts

Properties

NameType / ReturnsDescription
AnimationConstraint.AngularDampingfloatDamping ratio for the rotational part of the constraint. Higher values reduce oscillation around the target orientation.
AnimationConstraint.AngularStrengthfloatControls how rigidly the constraint enforces the rotational part of its target Transform. Higher values track the target orientation more stiffly.
AnimationConstraint.IsKinematicbooleanToggles whether the constraint is kinematic or physically simulated.
AnimationConstraint.LinearDampingfloatDamping ratio for the translational part of the constraint. Higher values reduce oscillation around the target position.
AnimationConstraint.LinearStrengthfloatControls how rigidly the constraint enforces the translational part of its target Transform. Higher values track the target position more stiffly.
AnimationConstraint.MaxForcefloatMaximum force magnitude the constraint can apply to achieve its goal.
AnimationConstraint.MaxTorquefloatMaximum torque the constraint can apply to reach its goal.
AnimationConstraint.TransformCFrameDescribes the current animation offset of the constraint joint.

Inherited from Constraint

NameType / ReturnsDescription
Constraint.ActivebooleanIndicates if the constraint is currently active in the world.
Constraint.Attachment0AttachmentThe Attachment that is connected to Constraint.Attachment1.
Constraint.Attachment1AttachmentThe Attachment that is connected to Constraint.Attachment0.
Constraint.ColorBrickColorThe color of the constraint.
Constraint.EnabledbooleanToggles whether or not the constraint is enabled.
Constraint.VisiblebooleanToggles the constraint's visibility.

Inherited from Instance

NameType / ReturnsDescription
Instance.ArchivablebooleanDetermines if an Instance and its descendants can be cloned using Instance:Clone(), and can be saved/published.
Instance.archivableboolean
Instance.CapabilitiesSecurityCapabilitiesThe set of capabilities allowed to be used for scripts inside this container.
Instance.IsInSandboxbooleanIndicates whether the instance is inside a sandboxed container.
Instance.NamestringA non-unique identifier of the Instance.
Instance.ParentInstanceDetermines the hierarchical parent of the Instance.
Instance.PredictionModePredictionModeReflects the client-side prediction mode applied to the instance under server-authoritative physics.
Instance.RobloxLockedbooleanA deprecated property that used to protect CoreGui objects.
Instance.SandboxedbooleanWhen enabled, the instance can only access abilities in its Capabilities list.
Instance.UniqueIdUniqueIdA unique identifier for the instance.

Inherited from Object

NameType / ReturnsDescription
Object.ClassNamestringA read-only string representing the class this Object belongs to.
Object.classNamestring

AnimationConstraint.AngularDamping

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.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryCompliance
serialization{"can_load":true,"can_save":true}
capabilities["Physics","Animation"]
simulationAccesstrue

AnimationConstraint.AngularStrength

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.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryCompliance
serialization{"can_load":true,"can_save":true}
capabilities["Physics","Animation"]
simulationAccesstrue

AnimationConstraint.IsKinematic

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.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":true}
capabilities["Physics","Animation"]
simulationAccesstrue

AnimationConstraint.LinearDamping

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.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryCompliance
serialization{"can_load":true,"can_save":true}
capabilities["Physics","Animation"]
simulationAccesstrue

AnimationConstraint.LinearStrength

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.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryCompliance
serialization{"can_load":true,"can_save":true}
capabilities["Physics","Animation"]
simulationAccesstrue

AnimationConstraint.MaxForce

Maximum force magnitude the constraint can apply to achieve its goal. Only used if IsKinematic is false.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryCompliance
serialization{"can_load":true,"can_save":true}
capabilities["Physics","Animation"]
simulationAccesstrue

AnimationConstraint.MaxTorque

Maximum torque the constraint can use to reach its goal. Only used if IsKinematic is false.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryCompliance
serialization{"can_load":true,"can_save":true}
capabilities["Physics","Animation"]
simulationAccesstrue

AnimationConstraint.Transform

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.

FieldValue
typeCFrame
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":true}
capabilities["Physics","Animation"]
simulationAccesstrue

Methods

Inherited from Constraint

NameType / ReturnsDescription
Constraint:GetDebugAppliedForceVector3
Constraint:GetDebugAppliedTorqueVector3

Inherited from Instance

NameType / ReturnsDescription
Instance:AddTag()Applies a tag to the instance.
Instance:childrenInstancesReturns an array of the object's children.
Instance:ClearAllChildren()This method destroys all of an instance's children.
Instance:CloneInstanceCreate a copy of an instance and all its descendants, ignoring instances that are not Archivable.
Instance:cloneInstance
Instance:Destroy()Sets the Instance.Parent property to nil, locks the Instance.Parent property, disconnects all connections, and calls Destroy() on all children.
Instance:destroy()
Instance:FindFirstAncestorInstance?Returns the first ancestor of the Instance whose Instance.Name is equal to the given name.
Instance:FindFirstAncestorOfClassInstance?Returns the first ancestor of the Instance whose Object.ClassName is equal to the given className.
Instance:FindFirstAncestorWhichIsAInstance?Returns the first ancestor of the Instance for whom Object:IsA() returns true for the given className.
Instance:FindFirstChildInstance?Returns the first child of the Instance found with the given name.
Instance:findFirstChildInstance
Instance:FindFirstChildOfClassInstance?Returns the first child of the Instance whose ClassName is equal to the given class name.
Instance:FindFirstChildWhichIsAInstance?Returns the first child of the Instance for whom Object:IsA() returns true for the given className.
Instance:FindFirstDescendantInstance?Returns the first descendant found with the given Instance.Name.
Instance:GetActorActor?Returns the Actor associated with the Instance, if any.
Instance:GetAttributeVariantReturns the value which has been assigned to the given attribute name.
Instance:GetAttributeChangedSignalRBXScriptSignalReturns an event that fires when the given attribute changes.
Instance:GetAttributesDictionaryReturns a dictionary of the instance's attributes.
Instance:GetChildrenInstancesReturns an array containing all of the instance's children.
Instance:getChildrenInstances
Instance:GetDebugIdstringReturns a coded string of the debug ID used internally by Roblox.
Instance:GetDescendantsInstancesReturns an array containing all of the descendants of the instance.
Instance:GetFullNamestringReturns a string describing the instance's ancestry.
Instance:GetStyledVariantReturns the styled or explicitly modified value of the specified property, or else the default property value if it hasn't been styled/modified.
Instance:GetStyledPropertyChangedSignalRBXScriptSignalReturns an event that fires when the given style property changes on the instance.
Instance:GetTagsArrayGets an array of all tags applied to the instance.
Instance:HasTagbooleanCheck whether the instance has a given tag.
Instance:IsAncestorOfbooleanReturns true if an Instance is an ancestor of the given descendant.
Instance:IsDescendantOfbooleanReturns true if an Instance is a descendant of the given ancestor.
Instance:isDescendantOfboolean
Instance:IsPropertyModifiedbooleanReturns true if the value stored in the specified property is not equal to the code-instantiated default.
Instance:QueryDescendantsInstancesReturns an array containing all descendants of the instance that match the selector string.
Instance:Remove()Sets the object's Parent to nil, and does the same for all its descendants.
Instance:remove()
Instance:RemoveTag()Removes a tag from the instance.
Instance:ResetPropertyToDefault()Resets a property to its default value.
Instance:SetAttribute()Sets the attribute with the given name to the given value.
Instance:WaitForChildInstanceReturns the child of the Instance with the given name. If the child does not exist, it will yield the current thread until it does.

Inherited from Object

NameType / ReturnsDescription
Object:GetPropertyChangedSignalRBXScriptSignalGet an event that fires when a given property of the object changes.
Object:IsAbooleanReturns true if an object's class matches or inherits from a given class.
Object:isAboolean

Events

Inherited from Instance

NameType / ReturnsDescription
Instance.AncestryChangedFires when the Instance.Parent property of this object or one of its ancestors is changed.
Instance.AttributeChangedFires whenever an attribute is changed on the Instance.
Instance.ChildAddedFires after an object is parented to this Instance.
Instance.childAdded
Instance.ChildRemovedFires after a child is removed from this Instance.
Instance.DescendantAddedFires after a descendant is added to the Instance.
Instance.DescendantRemovingFires immediately before a descendant of the Instance is removed.
Instance.DestroyingFires immediately before (or is deferred until after) the instance is destroyed via Instance:Destroy().
Instance.StyledPropertiesChangedFires whenever any style property is changed on the instance, including when a property is set to nil.

Inherited from Object

NameType / ReturnsDescription
Object.ChangedFires immediately after a property of the object changes, with some limitations.