Smoothly transition between two sets of player animations

So – I’ve always had this issue with trying to code weapons that use full animation sets on the player while they’re equipped. I’ve thus far been entirely unable to code it in a way that the player’s default animations smoothly transition in and out of the set used for said tool, without having to first stop all the player’s currently playing animations, which causes more jank than I’d like there to be.

I’ve tried disabling the default Animate script in the character and cloning the new one in on equip and enabling that one, however this just results in the player’s default movement animations continuing to play until they either stop moving (if they were currently walking when equipping the tool), or walking (if they were idle when equipping it). I know stuff like this is possible, I just for the life of me haven’t been able to figure out what people to do to make this kind of stuff work no matter how far and wide I search.

Anybody got any good advice for stuff like this? I genuinely don’t know what else to try.

try Animation.Priority. default priority of the idle animation is 6, and the walk animation is 5. the lower the number, higher the priority. set the priority of the tool to animation.Priority.Action1 and it will override animation.Priority.Movement which is the priority for the walk animation.

I’ve tried this countless times - produces the same issue where the currently playing animation won’t be over-written and the new set of animations won’t start until the old ones are not playing over them. It’s a bit difficult to explain, but I note animation priority all the time in animations I create for weapons on the daily.

AdjustWeight(TargetWeight, Time), less one while add to other. Or do 2 priority higher and add more weight to it