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.
- 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— theAnimatorwrites to it each frame. Layer procedural animations by multiplying intoTransformduringRunService.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
-- 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
| Name | Type / Returns | Description |
|---|---|---|
| AnimationConstraint.AngularDamping | float | Damping ratio for the rotational part of the constraint. Higher values reduce oscillation around the target orientation. |
| AnimationConstraint.AngularStrength | float | Controls how rigidly the constraint enforces the rotational part of its target Transform. Higher values track the target orientation more stiffly. |
| AnimationConstraint.IsKinematic | boolean | Toggles whether the constraint is kinematic or physically simulated. |
| AnimationConstraint.LinearDamping | float | Damping ratio for the translational part of the constraint. Higher values reduce oscillation around the target position. |
| AnimationConstraint.LinearStrength | float | Controls how rigidly the constraint enforces the translational part of its target Transform. Higher values track the target position more stiffly. |
| AnimationConstraint.MaxForce | float | Maximum force magnitude the constraint can apply to achieve its goal. |
| AnimationConstraint.MaxTorque | float | Maximum torque the constraint can apply to reach its goal. |
| AnimationConstraint.Transform | CFrame | Describes the current animation offset of the constraint joint. |
Inherited from Constraint
| Name | Type / Returns | Description |
|---|---|---|
| Constraint.Active | boolean | Indicates if the constraint is currently active in the world. |
| Constraint.Attachment0 | Attachment | The Attachment that is connected to Constraint.Attachment1. |
| Constraint.Attachment1 | Attachment | The Attachment that is connected to Constraint.Attachment0. |
| Constraint.Color | BrickColor | The color of the constraint. |
| Constraint.Enabled | boolean | Toggles whether or not the constraint is enabled. |
| Constraint.Visible | boolean | Toggles the constraint's visibility. |
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance.Archivable | boolean | Determines if an Instance and its descendants can be cloned using Instance:Clone(), and can be saved/published. |
| Instance.archivable | boolean | |
| Instance.Capabilities | SecurityCapabilities | The set of capabilities allowed to be used for scripts inside this container. |
| Instance.IsInSandbox | boolean | Indicates whether the instance is inside a sandboxed container. |
| Instance.Name | string | A non-unique identifier of the Instance. |
| Instance.Parent | Instance | Determines the hierarchical parent of the Instance. |
| Instance.PredictionMode | PredictionMode | Reflects the client-side prediction mode applied to the instance under server-authoritative physics. |
| Instance.RobloxLocked | boolean | A deprecated property that used to protect CoreGui objects. |
| Instance.Sandboxed | boolean | When enabled, the instance can only access abilities in its Capabilities list. |
| Instance.UniqueId | UniqueId | A unique identifier for the instance. |
Inherited from Object
| Name | Type / Returns | Description |
|---|---|---|
| Object.ClassName | string | A read-only string representing the class this Object belongs to. |
| Object.className | string |
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.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Compliance |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Physics","Animation"] |
| simulationAccess | true |
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.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Compliance |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Physics","Animation"] |
| simulationAccess | true |
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.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Physics","Animation"] |
| simulationAccess | true |
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.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Compliance |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Physics","Animation"] |
| simulationAccess | true |
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.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Compliance |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Physics","Animation"] |
| simulationAccess | true |
AnimationConstraint.MaxForce
Maximum force magnitude the constraint can apply to achieve its goal. Only used if IsKinematic is false.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Compliance |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Physics","Animation"] |
| simulationAccess | true |
AnimationConstraint.MaxTorque
Maximum torque the constraint can use to reach its goal. Only used if IsKinematic is false.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Compliance |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Physics","Animation"] |
| simulationAccess | true |
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.
| Field | Value |
|---|---|
| type | CFrame |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Physics","Animation"] |
| simulationAccess | true |
Methods
Inherited from Constraint
| Name | Type / Returns | Description |
|---|---|---|
| Constraint:GetDebugAppliedForce | Vector3 | |
| Constraint:GetDebugAppliedTorque | Vector3 |
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance:AddTag | () | Applies a tag to the instance. |
| Instance:children | Instances | Returns an array of the object's children. |
| Instance:ClearAllChildren | () | This method destroys all of an instance's children. |
| Instance:Clone | Instance | Create a copy of an instance and all its descendants, ignoring instances that are not Archivable. |
| Instance:clone | Instance | |
| 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:FindFirstAncestor | Instance? | Returns the first ancestor of the Instance whose Instance.Name is equal to the given name. |
| Instance:FindFirstAncestorOfClass | Instance? | Returns the first ancestor of the Instance whose Object.ClassName is equal to the given className. |
| Instance:FindFirstAncestorWhichIsA | Instance? | Returns the first ancestor of the Instance for whom Object:IsA() returns true for the given className. |
| Instance:FindFirstChild | Instance? | Returns the first child of the Instance found with the given name. |
| Instance:findFirstChild | Instance | |
| Instance:FindFirstChildOfClass | Instance? | Returns the first child of the Instance whose ClassName is equal to the given class name. |
| Instance:FindFirstChildWhichIsA | Instance? | Returns the first child of the Instance for whom Object:IsA() returns true for the given className. |
| Instance:FindFirstDescendant | Instance? | Returns the first descendant found with the given Instance.Name. |
| Instance:GetActor | Actor? | Returns the Actor associated with the Instance, if any. |
| Instance:GetAttribute | Variant | Returns the value which has been assigned to the given attribute name. |
| Instance:GetAttributeChangedSignal | RBXScriptSignal | Returns an event that fires when the given attribute changes. |
| Instance:GetAttributes | Dictionary | Returns a dictionary of the instance's attributes. |
| Instance:GetChildren | Instances | Returns an array containing all of the instance's children. |
| Instance:getChildren | Instances | |
| Instance:GetDebugId | string | Returns a coded string of the debug ID used internally by Roblox. |
| Instance:GetDescendants | Instances | Returns an array containing all of the descendants of the instance. |
| Instance:GetFullName | string | Returns a string describing the instance's ancestry. |
| Instance:GetStyled | Variant | Returns the styled or explicitly modified value of the specified property, or else the default property value if it hasn't been styled/modified. |
| Instance:GetStyledPropertyChangedSignal | RBXScriptSignal | Returns an event that fires when the given style property changes on the instance. |
| Instance:GetTags | Array | Gets an array of all tags applied to the instance. |
| Instance:HasTag | boolean | Check whether the instance has a given tag. |
| Instance:IsAncestorOf | boolean | Returns true if an Instance is an ancestor of the given descendant. |
| Instance:IsDescendantOf | boolean | Returns true if an Instance is a descendant of the given ancestor. |
| Instance:isDescendantOf | boolean | |
| Instance:IsPropertyModified | boolean | Returns true if the value stored in the specified property is not equal to the code-instantiated default. |
| Instance:QueryDescendants | Instances | Returns 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:WaitForChild | Instance | Returns 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
| Name | Type / Returns | Description |
|---|---|---|
| Object:GetPropertyChangedSignal | RBXScriptSignal | Get an event that fires when a given property of the object changes. |
| Object:IsA | boolean | Returns true if an object's class matches or inherits from a given class. |
| Object:isA | boolean |
Events
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance.AncestryChanged | Fires when the Instance.Parent property of this object or one of its ancestors is changed. | |
| Instance.AttributeChanged | Fires whenever an attribute is changed on the Instance. | |
| Instance.ChildAdded | Fires after an object is parented to this Instance. | |
| Instance.childAdded | ||
| Instance.ChildRemoved | Fires after a child is removed from this Instance. | |
| Instance.DescendantAdded | Fires after a descendant is added to the Instance. | |
| Instance.DescendantRemoving | Fires immediately before a descendant of the Instance is removed. | |
| Instance.Destroying | Fires immediately before (or is deferred until after) the instance is destroyed via Instance:Destroy(). | |
| Instance.StyledPropertiesChanged | Fires whenever any style property is changed on the instance, including when a property is set to nil. |
Inherited from Object
| Name | Type / Returns | Description |
|---|---|---|
| Object.Changed | Fires immediately after a property of the object changes, with some limitations. |