Animation Bug, Animation Priority: Movement

how to fix this?

It’s hard to tell what the issue is without seeing code of whatever is changing the animations. It could be that the default animations aren’t being removed, and given that they also use the Movement priority, is causing a conflict. If at all possible, modifying the original Animate script would be easier.

Set your animation priority to be action or higher. Action 4 is the highest rank (almost nothing inturrupts animations in this rank.)

code:

local plr = game.Players.LocalPlayer
local character = plr.Character or plr.CharacterAdded:Wait()

local humanoid = character:FindFirstChild("Humanoid")
local animator = humanoid.Animator

local walkAnim = script.Walk
local walkTrack = animator:LoadAnimation(walkAnim)

--//Walk Anim\\--

humanoid.Changed:Connect(function()
	if humanoid.MoveDirection.Magnitude > 0 then
		walkTrack:Play()
	elseif humanoid.MoveDirection.Magnitude < 1 then
		walkTrack:Stop()
	end
end)

Make the priority Action 4. This should fix your problem.

I tested it and doesn’t work bruh

Could you show your walking animation?

Couple of things. Make sure your animation is owned by the games owner e.g. Group game, or yourself. Also it seems with your code it is a client script, and it should be a server script. Lastly i’d reccomend that you use an animation object and use FindFirstChildOfClass() to find your animation. Let me know if you have questions are would like details.

Id change that, to something like this:

Humanoid.Running:Connect(function(Speed) --Change to running. 

if Speed >= 0.5 then --if more than 0.5 studs a second 

   WalkAnim:Play()

      Idle:Stop()
    else -- if not speed is less than 0.5 studs a second
Idle:Play()

WalkingAnim:Stop()
  end
end)