Animation overlap causing weird animations?

In my game I am creating a roll/dodge mechanic. When the player is holding nothing the roll executes as expected and when you are holding a tool the animation does not play properly. This is because each weapon has it’s own idle animation already playing. I have tried putting the idle at action and the roll at action2+ that did not work. I also tried using the get playing animations functions for the humanoid in a for loop to disable all animations and that also did not work. Then I created a remote function in the module that plays the idle animations to stop the idle animation when fired and that worked for a second but would throw an error on some guns about not being able to fire a client to a client or something. Here is a video

any help would be greatly appreciated :slight_smile:

Have you tried changing the priority of the animation?

I said in the post i set the idle to action and the roll to action2

Send the code please so I can look at the issue.

function CharacterController:Roll()
	if not self.actionDebounce and self.currentHumanoid:GetAttribute("Stamina") >= 3 then
		----Check player direction, left roll, right rill, front roll, back rool
		--if player is holding a tool, get the roll animation from the tool.
		spawn(function()
			wait(.25)
			self.cameraShake:Shake(Shake.Presets.Bump)
			SoundService:PlayLocalSound(SoundService.Movement.Parkour)
		end)
		self.actionDebounce = true
		local rollAnim = self.currentAnimator:LoadAnimation(animations.ForwardRoll)
		local humanoid = self.currentHumanoid
		local character = self.currentCharacter	
		
		rollAnim.Priority= Enum.AnimationPriority.Action2
		rollAnim:AdjustSpeed(1.3)
		local v = Instance.new("BodyVelocity", character.HumanoidRootPart)
		v.MaxForce = Vector3.new(999999,0,999999)
		v.Velocity = character.HumanoidRootPart.CFrame.LookVector * 30
		game.Debris:AddItem(v,.3)
		rollAnim:Play()
		rollAnim.Stopped:Wait()
		self.currentHumanoid.WalkSpeed = DEFAULT_SPEED
		self.actionDebounce = false
		self:UseStamina(5)
	end
end

Try setting the priority to Action4

And set the gun anim priority to Core while you are rolling forward.

Tried both of those. I need the animations to be action on the gun because if they’re core it doesn’t display the animation correctly and one arm doesn’t get used

Make a bool value and whenever the player rolls forward it sets to true and if its true it disables the gun anim. And once the anim is finished it plays again. That’s the only thing I can think of if you need it at Action2.

yeah and I tried that on both server and client side and still did not work. It’s bugging me for sure

It was probably a bug in your code for the animation stopping. Once I’m on pc I can help you fix it tmrw after school