Animation being cancelled when the player jumps/walks

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    I want to make it so that this animation doesn’t stop until its actually done.
  2. What is the issue? Include screenshots / videos if possible!
    The issue is the animation goes through when i’m standing still but, stops when I start walking.
  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    I’ve tried adding animation.Priority = Enum.AnimationPriority.Action but that didn’t really change anything.
script.Parent.Activated:Connect(function()
	animation = plr.Character.Humanoid:LoadAnimation(script.Parent.Animation)
	if db == true then
	db = false
	animation.Priority = Enum.AnimationPriority.Action
	animation:Play()
       end
end)
4 Likes

Have you tried setting the priority to Action from inside the animation? (before it is uploaded). If that is being played by the client then the Priority change may not replicate (though this may be untrue).

8 Likes

And do you move whole player in animation or just different walking

Does the animation still play if you walk for a second and then stop moving?

If this is the case (and it is in my repro) the animation is still playing but the other animations are playing under it

if you want the animation to be played 100% by itself and not paired with other animations then make sure to add a keyframe for all body parts at the start of an animation so it’s locked and can’t be moved by other animations while your animation is playing

this is what I assume is happening for you

with key frames for all body parts
https://i.gyazo.com/f206e89b0082fe82a6f48825a05ce35f.gif

You could also upload your animation as a Movement, and remove key frames that you don’t want assigned.

The key frames you remove will allow an animation to play under yours.
The key frames you keep (and that make up your animation) will play over others.