#Animations overlapping?

12 messages · Page 1 of 1 (latest)

lost dune
#

My jump, walk, and idle animations keep overlapping and you cant really see which is which this is my code how do I fix it?

royal sphinx
#

change the animation's priority

lost dune
#

How do I do that?

urban saffron
#

Animation.AnimationPriority = 1
for example

#

idleAnimation.AnimationPriority = 1 -- would set this highest priority

lost dune
#

Like the animation goes back to T-Pose not idle

#

The overlapping it worked for tho

#

but now whenever I jump and not move it just t poses or when I jump and hold w

#

This is my code

local hum = script.Parent:WaitForChild("Humanoid")
local Idle = script:WaitForChild("Idle")
local walkAnim = script:WaitForChild("Walk")
local jumpAnim = script:WaitForChild("Jump")

local idleAnim = hum.Animator:LoadAnimation(Idle)
local walkAnimTrack = hum.Animator:LoadAnimation(walkAnim)
local jumpAnimTrack = hum.Animator:LoadAnimation(jumpAnim)

hum:GetPropertyChangedSignal("MoveDirection"):Connect(function()
if hum.MoveDirection:Dot(hum.MoveDirection) == 0 then
if not idleAnim.IsPlaying then
idleAnim:Play()
end
end
end)

hum.Jumping:Connect(function()
if not jumpAnimTrack.IsPlaying then
idleAnim:Stop()
walkAnimTrack:Stop()
jumpAnimTrack:Play()
end
end)

hum.FreeFalling:Connect(function()
if not jumpAnimTrack.IsPlaying then
jumpAnimTrack:Play()
end
end)

local isWalking = false

hum.Running:Connect(function(speed)
if speed > 0 then
if not isWalking then
idleAnim:Stop()
jumpAnimTrack:Stop()
walkAnimTrack:Play()
isWalking = true
end
else
if isWalking then
walkAnimTrack:Stop()
isWalking = false
if hum.Jumping then
idleAnim:Play()
end
end
end
end)

local idleAnimation = hum.Animator:LoadAnimation(Idle)
idleAnimation.AnimationPriority = 1
local jumpAnimation = hum.Animator:LoadAnimation(jumpAnim)
jumpAnimation.AnimationPriority = 2
local walkAnimation = hum.Animator:LoadAnimation(walkAnim)
walkAnimation.AnimationPriority = 3

elder swift
#

skibidi animation priority