Animation Stopped event Runs when the animation is looped

So i recently ive been experiencing a issue where the Animation Stopped event runs when the animation Loops Is there any other event that excludes Loops but works when i do :Stop()

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AnimationTrack.Ended should give you what you want. Not sure if it’ll keep running on a looped animation but you can just create a value/variable that turns false when whatever function you want to run runs. Otherwise you can put a wait(). Depends on what you want.

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thats sadly not really helpful pls read what i mentioned in the question ( runs when i do :Stop) and for your 2nd idea the function needs to run when the animation is Stopped Not when its looped so idk how well will it work

on top of that even Ended has this issue

Sorry you are right, do AnimationTrack.Stopped. That will give you what you want.

If there’s still problems then let me see ur script pls

This whole post is about Animation Stopped running when looped
I dont think you actually read the title / post when you replied

it still runs because… the animation has an ending

a looped animation will just play again after it stops/ends

Yeah i figured that im asking how can i detect when its fully stopped

well, under what circumstances does your animation actually end?

Its not in specific events it’s just when :stop is called or the animation ends if it’s not looped

okay, maybe differently,

when does your animation loop and why?

well its when the animation itself is looped its for a emote system

You can use the AnimationTrack.Stopped Event, then use an if statement that checks to see if AnimationTrack.IsPlaying is true. AnimationTrack.IsPlaying is a read-only property and it wouldn’t be set to false until the entire looped animation is complete or if it is manually stopped.

ez.
Add an animation event.

https://gyazo.com/3cbdb4b4f63864139c6b6bdc91e6d52d

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Your post says “Animation Stopped event”. Idk if that event exists, so thats why I suggested “AnimationTrack.Stopped”

You are asking for any event that excludes Loops but works when you call the :Stop function. There is no event that “ignores” a loop, its something you manually stop or set conditions that manoeuvre around it.

Animation Stopped event = AnimationTrack.Stopped

yeah so that pretty much answers my question there is nothing to replace it

The “Why?” can change the outcome of how you can approach the problem. Why do you want an event that runs after the animation has ended

yeah i just didnt want to complicate things