> For the complete documentation index, see [llms.txt](https://kinemation.gitbook.io/fps-animation-framework/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://kinemation.gitbook.io/fps-animation-framework/tutorial/troubleshooting/broken-character-pose.md).

# Broken Character Pose

If a character pose is broken in the play mode, there can several potential issues.

<figure><img src="/files/L18M2vI8FNwWB4ymjVNC" alt="" width="381"><figcaption><p>Example</p></figcaption></figure>

## Reason 1 - Rig type mismatch

The most common problem is the animation type mismatch - when a Humanoid animation is used with a Generic character or vice versa.

The problem might be with:

1. Animations in the animator
2. AnimSequence and custom animations

### How to fix?

Check if the animations in the animator have the correct animation type. You can easily do this by using the Validator Tool <mark style="background-color:blue;">**Windows/FPS Animation Framework/FPS Animation Validator/**</mark>:

<figure><img src="/files/MJBRhHBaIPXaAqNJ1JOt" alt="" width="349"><figcaption><p>Select your character and click the Validate button</p></figcaption></figure>

Validator will let you know if there're any issues, and will provide a possible solution. You also can use this tool to check weapons or animations.

If your Animator animations are fine, make sure to check the **OverlayPose**:

<figure><img src="/files/jP89nZQ2jvhdzsPoyvYq" alt="" width="374"><figcaption><p>Make sure that the Overlay Pose type is also the same!</p></figcaption></figure>

{% hint style="danger" %}
**Tip:** custom made animations from the demo are Generic and won't work with Humanoid characters!
{% endhint %}
