My brother made a map with an elevator in it that is closed on all sides by boxes. So there's actually space between what you stand on, and the actual bottom of the elevator. However, when the elvator is going up, if he jumps, then the player suddenly falls right through the floor. :annoyed: It's very strange. I had the same problem on my other maps.
probably the math for jumping doesn't check if the floor is moving, so It precalculates the jump at the floor's current level, thinking you should land where you jump from. the floor has other plans... for as you land the floor is allready past you. maybe try slowing the elevator or speeding the jump... might help
Nope, it even does it when I'm on solid areas that have nothing below them and are not moveable, AND are not part of a group!

It's Brian's collision detection. It's not 100% yes, as you remember it was sticking too?
Yeah, I would try lowering the speed/jump height or increasing the height of the elevator. What is probably happening, as dimwit suggested, is that when u jump it calculates when and where u should land, and that as soon as your feet go under the floor segment (and because only floor segments stop downward motion, you fall through.
BUT IT DOES IT ON SOLID AREAS TOO Sometimes! What about that?!

MAYBE IF YOU READ MY POST, HOW ABOUT THAT!
Erhm, I was replying to disruptiv. I KNOW Brian's collision detection isn't 100percent, I just forgot it applied to segements as well. I understand all that.
So the solution: Wait for Brian to finish up what he's doing now and ask him to work a bit of collision.
or you can edit some variables by script.
for instance:
- the player enters an elevator and the door closes. nothing will happen untill you press a button inside the elevator. for the example i'll use up just as the troubled alexander.
- when the button is pressed and the elevator is about to move you do not only move the elevator which causes the player to rise up but also a variable that pushes the modelbox where the player is made in (i mean the blue ribbed box in the animator). or you can try to lock the "ground parented bone" just the standard JoeFoe character has.
i have not worked with the animator much as i was too busy with modelling in cinema 4d. i just hope you see my point :S