Animation runs fine in the anim player
Ingame animation breaks for some reason
Has anyone got the solution for this?
Has anyone got the solution for this?
Ok dude let me explain,
In animation player, you have Looped off, so after playing finish it stays at the last animated keyframe.
in game, you have Looped on, so it will continue to loop the animation from start to end until Animation:Stop() is called.
However, turning Looped off only wont fix the problem, what you must do here,
Turn off looped in the animation’s properties panel, or use Animation.Looped = false
After that, YOU MUST duplicate the end keyframe to the (example) 5 seconds line on the timeline.
so its like your animation reaches that hands together position at 2 seconds, then it stays at that position until 5 seconds, and then drops, however, if you want to be in that position unlimitedly until you call Stop(),
Make 2 animations, first one is carrying the hands and going into that position (Looped = false)
second one has only 1 keyframe, already in that hands together position (looped true)
so you would like;
Animation1:Play()
Animation1.IsPlaying() == false then
Animation2.Looped = true
Animation2:Play
end
(Write the code yourself, that is very wrong btw, i just wrote it to explain the concept.)
Furnish me if i misunderstood what you want to achieve. Have a nice day. gl with your game, cool avatar btw.
Wait, I’m confused. I might be blind, but what is the problem here?
The animation in moon animator doesnt match the animation in-game
Wdym, it looks the same to me. Could you point out the specific detail that’s wrong?
Have you set the animation priority before playing it?
yes it has a priority and everythin
Could I see your script? Also, could you try playing it on a rig that is not the character during playtest?
Alright so the Weld Motor6D orientation was 180 degrees on my rig but in my character is 0, this fixed it ![]()
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