Animation is not playing properly in the game

i’ve been trying to make a cutscene that plays for all players and the animation looks fine in the editor but when i play it in game it doesnt seem to move as much. i haven’t been able to find anything on the forum that looks like this problem.

this is what it should like look:

this is what it looks like:

i clone the characters on the client and then play the animations i exported for each character (the script below is client-sided)

local function getAnim(char,animID)
	local animation = Instance.new("Animation")
	animation.AnimationId = "rbxassetid://"..animID
	local animationTrack = char.Humanoid.Animator:LoadAnimation(animation)
	return animationTrack
end

local function createAnimChar(char,cfr)
	local newChar = char:Clone()
	newChar.Parent = workspace
	if cfr then newChar.PrimaryPart.CFrame = cfr end
	return newChar
end

Events.EndCutscene.Start.OnClientEvent:Connect(function()
	local powerThing = workspace.Main.PowerRedirectoryOUTRO.PowerRedirectory.Slider.Slider
	plrTrans(1)
	local char = createAnimChar(RS.Main.Rep.EndCutscene.EndCutsceneChar,powerThing.Parent.Parent.PlrPos.CFrame)
	local charAnim = getAnim(char,110941620710121)
	
	charAnim:GetMarkerReachedSignal("Turn"):Connect(function()
		powerThing.Parent.Parent.Light2.Color = Color3.new(0.654902, 0, 0)
		powerThing.Parent.Parent.Light2.PointLight.Color = Color3.new(0.654902, 0, 0)
		TS:Create(powerThing,TweenInfo.new(1,Enum.EasingStyle.Linear),{CFrame=powerThing.CFrame*CFrame.Angles(0,0,math.rad(-110))}):Play()
		task.wait(1)
		powerThing.Parent.Parent.Light1.Color = Color3.new(0.435294,1,0.0823529)
		powerThing.Parent.Parent.Light1.PointLight.Color = Color3.new(0.435294,1,0.0823529)
		
		local door = workspace.Main.Gates.ExitGate.Door
		local sfx = RS.Main.Rep.GateOpen:Clone()
		sfx.Parent = door sfx:Play()
		local pos = door.Position
		local newPos = Vector3.new(pos.X,pos.Y - 8,pos.Z)
		--TS:Create(door,TweenInfo.new(7,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut),{Position = Vector3.new()}):Play()
	end)
	
	local fleshlings = RS.Main.Rep.EndCutscene.Fleshlings
	
	coroutine.resume(coroutine.create(function()
		for i,v in pairs(fleshlings:GetChildren()) do
			local fChar = createAnimChar(v)
			local fCharAnim = getAnim(char,fChar.AnimID.Value)
			fCharAnim:Play()
		end
	end))
	
	--setCamTarg(char.Head)
	charAnim:Play()
	charAnim.Ended:Wait()
	workspace.Thud:Play()
	script.Parent.Parent.OutroMainFrame.Visible = true
end)

Is the animation priority high? and are you loading the animation on the right character not the original character?

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yes i’m playing the animation on the same character that was used in the animator editor. the animation itself is set to “Action” priority and the character isn’t playing any other animations so it should just work normally.

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are the rigs in the cage also having this problem?

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the rigs in the cage don’t appear to move whatsoever. all the characters are completely unanchored (except their humanoid root part).

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sorry but I’m not a very good animator so I don’t really have a good answer and I usually don’t add animations in my scripts so I don’t have much experience with it, I

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