Animation isnt the same ingame

the animation in the moon animator is significantly larger than ingame
Swinginanim
SwingIngame

I have literally no idea

all i can see is the sword ingame isn’t rotating as much?

For anyone who blinded enough and say its the same

the sword in the anim touched the floor

1 Like

Is your animation priority set to what it should be?
Can i see your code?

1 Like

action

--I extracted the code
local L1 = humanoid:LoadAnimation(script.Parent.Animation.L1)
local combo = 0
local Debounce = false

script.Parent.Activated:Connect(function()
	if PressedMouseButton == "LEFT" then
		if Combo == 0 and Debounce == false then
			humanoid.AutoRotate = false
			humanoid.WalkSpeed = 0
			Debounce = true
			L1:Play()		
			Combo = Combo + 1
			AttackVelocity(0.5, 10, 0) -- function from somewhere, moves player forward
			L1.Stopped:Wait()
			humanoid.AutoRotate = true
			humanoid.WalkSpeed = 16
			Debounce = false
	end
end)
1 Like

I tested your code and it works fine for me without any weird animation stuff

local player = game:GetService("Players").LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()

local humanoid = character:WaitForChild("Humanoid")

local L1 = humanoid:LoadAnimation(script.Parent.Animation.L1)
local combo = 0
local Debounce = false

script.Parent.Activated:Connect(function()
	--if PressedMouseButton == "LEFT" then
		if combo == 0 and Debounce == false then
			humanoid.AutoRotate = false
			humanoid.WalkSpeed = 0
			Debounce = true
			L1:Play()
			combo = combo + 1
			--AttackVelocity(0.5, 10, 0) -- function from somewhere
			L1.Stopped:Wait()
			humanoid.AutoRotate = true
			humanoid.WalkSpeed = 16
			Debounce = false
		end
	--end
end)
1 Like

This may be related to animation blending. Add a boolean attribute to workspace called RbxLegacyAnimationBlending and set the value to true. See if the issue still occurs and let me know.

2 Likes

Ah yeah i forgot that was a thing that happened, if that doesn’t work the animation itself would have something wrong with it.

1 Like

It seems like your tool has idle animation as well. If it does, it maybe because your tool idle animation. If they are both set to action, your looped idle anim will override your attack animation. Try stopping idle anim than playing the active anim.

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.