I have an animation on a mesh character that plays when it dies, but when playing the animation, for a few milliseconds it goes into T pose, I tried changing the animation priority but I still can’t get rid of this error.
function onDied()
local char = script.Parent
char.HumanoidRootPart.Anchored = true
local humanoid = char:FindFirstChild("Humanoid")
if not humanoid then return end
local deathAnim = humanoid:LoadAnimation(script.DieAnim)
deathAnim.Looped = false
deathAnim.Stopped:Connect(function()
char.HumanoidRootPart.Anchored = false
end)
deathAnim:Play()
pose = "Dead"
end
Hi i couldn’t get to replicate your t pose but i did hopefully fix your script. What i added is humanoid:SetStateEnabled(). Also humanoid:LoadAnimation() has been deprecated so i used the Animator instance instead. I hope both of these fixes will help your problem. I hope this helps!
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local humanoid = char.Humanoid
local pose
local animationID -- set your animation id here
local function onDied()
local hrp = char.HumanoidRootPart
hrp.Anchored = true
-- Use Animator
local animator = Instance.new("Animator")
animator.Parent = humanoid
local deathAnim = Instance.new("Animation")
deathAnim.AnimationId = "rbxassetid://"..animationID
local playAnim = animator:LoadAnimation(deathAnim)
playAnim.Priority = Enum.AnimationPriority.Action4
playAnim.Stopped:Connect(function()
humanoid.Health = 0
humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, true)
char.HumanoidRootPart.Anchored = false
end)
playAnim:Play()
pose = "Dead"
end
humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
humanoid.HealthChanged:Connect(function()
if humanoid.Health <= 0 then
onDied()
end
end)
I think its because theres another animation playing, like the running one? And that’s why it glitches and then the mesh character dies. So i think maybe try to detect if its moving/attacking and then play your “death” animation, or animate the run so it fades smoothly to the death animation? Sorry I am so bad at explaining.
I still have the same problem, I tried to stop the animations before, stop them after, change the animation priority, and everything is still the same.
I think it’s because while the detath animation loads, there isn’t any animation running currently and that causes it to go to its default rig state (t-pose) before the death animation is played. Try preloading the death animation and see if that helps.