Hi, and thanks for reading. So, I've been working with a particular project for some time, and every once in a while I have the issue of my animations not working properly. I have a system where you can hit a character and that character will ragdoll, but what's happening is that the character is deactivated and the ragdoll instance is enabled. After some time, the character will respawn, reactivate, but when that happens, I can't rotate my character and/or my character gets stuck in an awkward pose. I know it's due to the animator because I've been making override controllers to play different animations, so after implementing an override controller, these problems occurred. Things I've tried: - created a script that would destroy the animator onDisable and recreate it onEnable to see if I could reset it. - tried messing with culling mode, update mode, and root motion, all of which resulted the same. Things to note: - the animator and rigidbody is on the same object, not sure if that will affect anything. - all movement and control is rigidbody based, I do add force in animation events like dashing forward. - I'm currently working with UMotion to make my animations, all of which are generic. - the model is an fbx model from blender. - settings for the animator - root motion: off - update mode: normal - culling mode: cull updates transforms I don't know if this belongs in the animation category or the physics category, but I'm fairly certain that the animator is interfering with my physics in some way. I should also note that I'm still learning on the animation side of things so I could've missed something in terms of how to implement it. I have other animator controllers that work the way they're supposed to, It's just a couple that just don't like to work. It's happening after the character is disabled and then re-enabled, in which I'll have motion issues or my animations get stuck in a pose. Any help would be much appreciated, thank you.