Hi Developers,

We have released a change which adjusts the HumanoidRootPart position of scaled Humanoids so that the the bottom of the HumanoidRootPart is aligned with the hip joints of the Humanoid. This means that the Humanoid.HipHeight property will now more closely reflects the leg length of the character.

One of the reasons for this change is that animations which have an offset in the Root joint to account for a bend in the knees of the character will now be more accurate for scaled R15 and Rthro characters. The positioning of the HumanoidRootPart is also now more consistent for varied Rthro rigs as its position in the rig is now always based on the leg length of the character.

This consistent positioning makes use cases like accurate custom spawning for scaled characters easier to achieve. The HipHeight property can now be used to easily calculate the height to spawn the character at without needing to take into account all the joints in the rig.

Here are a few images showing this change:



One possible issue developers might see because of this change is with custom seat code which uses a hard coded offset for the HumanoidRootPart above the seat. This code can be replaced with the following to accurately place the character above the seat while taking into account the rig and scale of the character.