I’d like to apologize in advance for any confusion I may cause since I’m not very familiar with working with animations on Roblox. Anyway, if the title of this post doesn’t already ask the issue I’ve noticed that when I set the default walking animation for the player, any input device that has any form of “sensitivity” such as a controller and it’s triggers or joysticks, won’t slow down the animation relative to to the decrease in the player’s walk speed.
Are you changing the walking animation in the default Roblox Animate script or do you have something custom? I believe Animate script adjusts animation speed based on movement speed. As an example if the animation is made for speed 16 then you can do following:
Roblox doesn’t have a way of regulating animation speed based on this by default? Because I do know default Roblox animations do not have this problem.
Alrighty, I went to read through the roblox’s code and for R15 animate script that should work fine but for some reason on the R6 Animate script, roblox has added logic so it will only work for a specific animationId
function onRunning(speed)
speed /= getRigScale()
if speed > 0.01 then
playAnimation("walk", 0.1, Humanoid)
if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then
setAnimationSpeed(speed / 14.5)
end
pose = "Running"
else
if emoteNames[currentAnim] == nil then
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
end
end
You could try fully replacing the R6 animate script with a modified version to remove that check to make it work.