Layering Animations?

Hey everyone.

I’m trying to figure out if it’s possible to layer animations in the sense of allowing an animation played later on to take precedence over the control of a particular motor.

For example, say I have a sitting animation that somehow moves an arm as well. I’d like to be able to play an eating animation that lerps the position of that same arm, while still playing the original animation.

It also occurred to me that this might be possible for still “poses” but maybe not for animations that constantly edit the CFrame of the part I’d like to move with the second animation.

Thoughts on how this could be achieved? I couldn’t find anything concrete about this. Just a couple of unanswered threads.

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The property responsible for this should be animation weight. Have you tried looking into this?

I would expect an animation weight of 1 on a second animation to completely take over the first animation. I guess you can say it does, but the second animation wasn’t created relative to the animation it’s being played over, which leads to a movement that doesn’t make a lot of sense when the second animation plays.

Instead, I want to kind of “release” a motor from the control of the first animation so that I’m free to animate it from a standard position of my choosing, OR I want to be able to account for the position of the motor I want to animate and lerp it to a desired position (which sounds possible, but maybe not when other animations are trying to override its CFrame). I’m just looking for confirmation that this is possible, or maybe just ideas to try to get to my goal.

Seems Roblox added more animation priorities since I last visited animating, which is fantastic. Running something like

track.Priority = Enum.AnimationPriority.Action2

easily and swiftly solved my problem. :slight_smile:

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