- What do you want to achieve?
Currently trying to make it so that one idle animation plays when the NPC is not being interacted with, and the other plays when the NPC is. - What is the issue?
The script runs fine. When I run the non-interacted idle for a second time, the NPC rotates strangely. Its orientation in properties does not change. - What solutions have you tried so far?
Removed all possible collidable objects, changed the rig, re-imported the animation, rewrote the script.
Here’s the script I’m using:
Summary
local idleTrackInteract = animator:LoadAnimation(interactIdleAnim)
local openStore = game:GetService("ReplicatedStorage"):FindFirstChild("makariOpenStore")
local makariSpokenTo = game:GetService("ReplicatedStorage"):FindFirstChild("makariSpokenTo")
local storeClosed = game:GetService("ReplicatedStorage"):FindFirstChild("makariStoreClosed")
local makari = script.Parent
idleTrackNoInteract.Looped = true
idleTrackNoInteract.Priority = Enum.AnimationPriority.Idle
idleTrackInteract.Looped = true
idleTrackInteract.Priority = Enum.AnimationPriority.Idle
interactWithTrack.Looped = false
interactWithTrack.Priority = Enum.AnimationPriority.Action
--while task.wait(1.5) do
idleTrackNoInteract:Play()
--task.wait(1.5)
--end
makariSpokenTo.OnServerEvent:Connect(function()
idleTrackNoInteract.Looped = false
interactWithTrack:Play()
task.wait(4)
idleTrackInteract:Play()
end)
storeClosed.OnServerEvent:Connect(function()
idleTrackNoInteract.Looped = true
idleTrackNoInteract.Priority = Enum.AnimationPriority.Idle
idleTrackNoInteract:Play()
end)
Here’s what I mean by “rotating strangely”:
Here’s a video where you can see the animation in more detail:

