Clarify how AnimationTrack:Stop() with a fadeTime of 0 affects Motor6Ds #1036
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Changes
When calling
AnimationTrack:Stop()with a fadeTime of 0, poses do not freeze under all circumstances. It happens due to theMaxVelocityof Motor6Ds in the rig being zero, meaning they cannot return back to their desired angle (since they inherit Motors).I believe the misconception in the passage I edited was due to the default StarterCharacter rigs having the MaxVelocity of all joints set to zero rather than something like tau (which should be optimal, given MaxVelocity is in radians). I've also tested this below.
Rig with MaxVelocity set to 0 for all Motor6Ds, calling

AnimationTrack:Stop(0):Rig with MaxVelocity set to tau for all Motor6Ds, calling

AnimationTrack:Stop(0):Bones are not affected by this issue since they do not inherit Motor.
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