Animation looks different in editor and ingame (don't know where to put this)

I looked through posts and none of them had the answer, so I’m making a post.


Animation editor version (can look janky since I had to compress it because went over 10MB)


In-game version.

I’ve double checked the animation priority, and it is correct, so I really have no clue what’s causing this considering this is really just a reworked animation and it worked just fine before.

Try to test it on dummy in game. If it plays as in editor maybe problem is in mass or motors6D.

How do you even animate a dummy ingame, I don’t have much experience with animations.

Insert basic script to it then add animation with id inside of this script then add animator inside humanoid if it hasn’t it already. And after that all put this code:

local animator = script.Parent.Humanoid.Animator
local animation = script.Animation
local loadedAnim = animator:LoadAnimation(animation)
while true do
loadedAnim:Play()
loadedAnim.Ended:Wait()
end

I already have a script for the animation.

local plr = game:GetService("Players").LocalPlayer
local char = plr.Character or plr.CharacterAdded:Wait()
local humanoid = char:WaitForChild("Humanoid")
local Anim = script.Parent:WaitForChild("LightCombo")
local Mouse = plr:GetMouse()
local values = {}
local track = nil


script.Parent.Activated:Connect(function()
	local animator = humanoid:FindFirstChildOfClass("Animator")
	if animator then
		local animationtrack = animator:LoadAnimation(Anim)
		animationtrack:Play()
		animationtrack.KeyframeReached:Connect(function(keyFrameName)
			if not values.Button1 then
				animationtrack:Stop()
				print("meow")
			else
				print("works")
			end
		

	end)
end 
end)


Mouse.Button1Down:Connect(function(input, gameProcessed) 
	if gameProcessed then return end

	values.Button1 = true
end)

Mouse.Button1Up:Connect(function(input, gameProcessed) 
	if gameProcessed then return end

	values.Button1 = false
end)

The way the animation works is if M1 is held down at named keyframe then continue and stop if not held down.

Once again saying the animation worked without issues last time, it’s just been broken ever since I redid it.

Maybe it is because animations blending try to add attribute into Workspace name it “RbxLegacyAnimationBlending” and put it on(make it true).

Also if it doesn’t work. Try to reupload animation again after this.

Complete bogus, dont do “RbxLegacyAnimationBlending”, as it is no longer being updated. You can fix this by setting the AnimationPriority to action and above.

If the problem persists, it might be because of the idle animation. Make the idle animation of the weapon at a lower priority such as movement.

if you have sorta

local animation = blehbleh:LoadAnimation(blehbleh)
animation:Play()
--Then do add
animation:AdjustWeight(10)