I am not sure if this is because of these changes, but I have noticed that walking and running animations have been playing weirdly across many games for me. I’ve also noticed that it is more prevalent on taller characters.
When the humanoid walkspeed is set higher, the animation appears to correct itself.
I patched this issue a couple of weeks ago in our Animate script, but the fix requires developer action to complete for any place that is using stored copies of an older version of the Animate LocalScript (e.g. in StarterCharacterScripts, StarterCharacter, or a pre-build character in storage), or a developer-implemented animator that duplicates the behavior of the pre-fix Animate script.
The issue is caused by moving the player’s Character model out of Workspace temporarily and then returning it back later. The old Animate script was accumulating orphaned AnimationTracks in this case, which are now being cleaned up when the character is returned to the Workspace and the Animate script restarts.
This issue is still present for me, even on a blank studio baseplate that would not be using a stored copy of the Animate script.
I’ve noticed that adjusting the ScaleDampeningPercent that is parented to the Animate script reduces this weird animation and makes the animation play how it is intended, but I am not familiar with this value and I do not know the consequences of adjusting it.
ScaleDampeningPercent at 1 - which is what it was defaulting too for me.
ScaleDampeningPercent at 0.5 - which is what I adjusted it to just to illustrate the change
And this is the Run Animation I am using and how it is supposed to look.
I’ve found a massive issue when switching animations in the Animate script, not sure if this is a current bug before the 3rd update, but it’s been irritating me and I’m not sure how to fix it.
Essentially I’ve stopped every animation the player is currently using for it to switch, but it seems like it blends the new set of animations for other people on my client. I’m using an edited version I made of the default animation script. This problem didn’t exist until the blend fix.
It either blends them weirdly or doesn’t stop the animation at all. You could look at me (how it’s supposed to look) and then the other player (how blending effects it), it’s not replicating at all. Any help here would be appreciated.
Ah, your problem is here. The Bubbly Run animation has a different number of frames than the standard Rthro run and walk, so if you equip it, you have to also equip Bubbly Walk as your walk animation, otherwise you will get the strange behavior you see. The problem comes from the Bubbly Run and non-Bubbly Walk blending together; since they are different length animations, and one is not a multiple of the other (39 and 15 frames), they go in and out of sync as you run around. This will happen regardless of the AnimationWeightBlendFix or Retargeting property settings, it’s purely an issue with the incompatibility of the two animation clips.
Does your game ever move the player characters out of the workspace, toggle the Animate script’s Disabled property, or do anything else that might cause the Animate Script to stop executing and start up again later? You could put a print statement at the top of your Animate script if you’re not sure.
If so, your issue could be the last one I fixed, which is the issue of the Animate script not cleaning up after itself if it gets stopped and restarted. Can you reproduce the problem if you use the latest Animate script? If not, you might need to merge your custom Animate script with the latest version, to be sure you have all of the fixes. I’m assuming here that your copy has minor changes, and is not a completely different system altogether, which of course could have a different problem.
This could also be a replication related bug. Historically, it’s been fairly easy to spawn Animator instances on both server and client, that don’t replicate to each other, unintentionally. A simplified repro case place file (.rbxl) would help test this out, if you have one.
I’ll try out what you’ve recommended, but I’ll describe my process anyway.
Basically my method was firing an event to the animate script, stopping/deleting all currently playing animations in the Characters Animator after replacing all the IDs in the animate script, which seems to change successfully for my character, just not anyone else’s on the client.
I don’t disable the animate, I don’t load in any others, and I don’t move the character out of the workspace. I just use the one that generates with the chosen character, which oddly works fine at first, until animations switch.
Also, a question to follow up. Have animation priorities changed for the default AnimateScript? I remember before the blend fix that all default animations were Core. Has this changed for this fix?
No that is not it as this happens when using Rthro walk and run together too. This is a scaling issue that causes the animations to distort. This was not an issue a few months ago and has just now started occurring. I don’t know how else to explain it though but hopefully it is resolved eventually as it causes the animations to look very odd on taller avatars.
Roblox has had some good updates, SOME. This one in particular should’ve been pushed when everything was figured out and fixed, now essentially everything is broken and it’s irritating to look at.
Somehow, out of nowhere, our animations just decided to break. They worked totally fine even with the AnimationWeightBlendingFix property enabled. Just recently (like, really recent), a good number of animations have been broken. I thought this was to do with the update’s general scuffed-ness, but it turns out that our look-to-mouse script is no longer compatible with this update. It seems that the animations no longer consider that the UpperTorso is being rotated. They now only face straight forward. What gives?
(with AnimationWeightBlendingFix disabled, this problem doesn’t even occur)
Bug report: Blending happens for animations of different priorities too, i.e. an animation with a higher priority is not overriding an animation with a lower priority.
If you look at the video below, you’ll see that the animation is the only one with an Action priority. Yet it’s pointing the gun to the side. Disabling the AnimationWeightedBlendFix makes the gun straight forward as it should.
This started happening today, the AnimationWeightedBlendFix property has been always been on default.
Note that this the the same animation with a weight of 1. However, sometimes it looks like the first pic and sometimes it looks like the second pic. I don’t know specifically what causes.
I’m having an issue similar to yours. My looped sword holding animation is blending with an animation of higher priority and is being altered whenever the sword is swung.
I really hope this is a bug and not a feature lol.
Is your animation’s priority changed on publishing or on code? I once tried changing the priority via code (including server scripts) and it didn’t replicate. Maybe it’s that.
It only happens for non-default packages. As you can see in the video below, the same animation looks different depending on character/rig used.
The first one is the default R15 block rig, and here the animation looks the same as it does in the Animation Editor.
For the other two rigs, the arms are either pointing too much downwards or to the side, different from how it looks in the Animator Editor.
This is the same animation and yet it looks different depending on which character/rig is used. Once again, this only happens with “AnimationWeightedBlendFix” which is weird since this doesn’t seem to have anything to do with priority. It happens even if the default Animate script is removed and the animation in question is the only one being played.